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hero4hire

Explorer
Dugan
Male Dwarf Ranger 1
Lawful Neutral
Representing H4H


Strength 16 (+3)
Dexterity 17 (+3)
Constitution 17 (+3)
Intelligence 14 (+2)
Wisdom 15 (+2)
Charisma 10 (+0)
Size: Medium

Height: 4' 1"
Weight: 195 lb
Skin: Tan
Eyes: Blue
Hair: Blonde; Straight; Thick Beard / Hirsute

Total Hit Points: 11

Speed: 20 feet

Armor Class: 15 = 10 +2 [leather] +3 [dexterity]

Touch AC: 13
Flat-footed: 12
Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +5 = 2 [base] +3 [constitution]
Reflex save: +5 = 2 [base] +3 [dexterity]
Will save: +2 = 0 [base] +2 [wisdom]
Attack (handheld): +4 = 1 [base] +3 [strength]
Attack (unarmed): +4 = 1 [base] +3 [strength]
Attack (missile): +4 = 1 [base] +3 [dexterity]
Grapple check: +4 = 1 [base] +3 [strength]


Light load: 76 lb. or less
Medium load:77-153 lb.
Heavy load:154-230 lb.
Lift over head:230 lb.
Lift off ground:460 lb.
Push or drag:1150 lb.

Languages: Common, Dwarven, Goblin, Shoanti

Weapons:
Heavy Crossbow [1d10, crit 19-20/x2, range inc 120 ft., 8 lb., piercing]
Dwarven Urgrosh [1d8/1d6, crit x3, 12 lb., two-handed, slashing or piercing]

Feats:
Track [free to rangers]
Big Game Hunter [You gain a +1 bonus on attack rolls and a +2 bonus on weapon damage rolls against Large or larger creatures.]

Skills: Ranks (Total)
Appraise 0 (+2/+4 Metal or Stone)
Balance 0 (+3)
Bluff 0 (+0)
Climb 0 (+3)
Concentration 0 (+3)
Craft (Trapmaking) 4 (+6/+8 Metal or Stone)
Diplomacy 0 (+0)
Disguise 0 (+0)
Escape Artist 0 (+3)
Forgery 0 (+2)
Gather Information 0 (+0)
Handle Animal 4 (+4)
Heal 0 (+2)
Hide 4 (+7)
Intimidate 0 (+0)
Jump 0 (-3)
Listen 4 (+6)
Move Silently 4 (+7)
Perform 0 (+0)
Ride 0 (+3)
Search 4 (+6)
Sense Motive 0 (+2)
Spot 4 (+6)
Survival 4 (+6)
Swim 0 (+3)
Use Rope 0 (+3)


* = check penalty for wearing armor


Dwarf:
+2 constitution / -2 charisma (already included)
Can move 20 feet even if in heavy armor
Darkvision (see 60 feet in pitch-dark)
Stonecunning (+2 on searching stone, intuit depth)
+4 to avoid being bullrushed while standing on ground
+2 racial bonus on saves vs. poison
+2 racial bonus on saves vs. spells / spell-like abilities
+1 racial bonus to hit orcs and goblinoids
+4 dodge bonus on AC against giants
+4 stability bonus to avoid being tripped/bull rushed standing on ground
+2 racial bonus on appraise and craft checks if stone/metal

Ranger:
Favored enemies: Humanoids (goblinoid) +2
Track as bonus feat (already included)
Wild empathy (roll level + charisma bonus)

Dugan's Equipment:
Leather Armor 10gp
Heavy Crossbow 50gp
Dwarven Urgrosh 50gp
Dagger 2gp
Crossbow bolts (quiver of 10) x2 2gp
Backpack 2gp
Bedroll 1sp
Blanket, winter x1 5sp
Block and tackle 5gp
Case (for map or scroll) 1gp
Chalk x1 1cp
Fishhook 1sp
Fishing net 4gp
Flint and steel 1gp
Grappling hook 1gp
Hammer 5sp
Pouch x1 1gp
Rations (1 day) x1 5sp
Rope (50', silk) x1 10gp
Sacks x1 1sp
Waterskins x1 1gp
Whetstone 2cp
Artisan's Tools (Trapmaking) x1 5gp

2pp, 3gp, 1sp, 7cp

History: Born in the Iron-walled town of Janderhoff, Dugan showed little if any interest in Mining Copper. Instead his Parents sent him to live with his "crazy" Uncle Jasper, just outside of Sandpoint when he was a lad. Since then Dugan has made his way as a hunter and trapper and selling game in town. Some time ago his Uncle was killed in a Goblin Raid, Dugan still harbors a grudge against the creatures and thier kin.

rifleman.jpg


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Last edited:

ThirdWizard

First Post
Jek Stormsol is the second son of five in a family from one of the many Cheliax city-states, a third generation citizen of Varisia. The Stormsols are fairly well off, a merchant family who deal in exotic goods in Magnimar. Being the second son, however, he is not to inherit the business and thus was apprenticed to a wizard just outside of Sandpoint at a young age, a fairly affluent profession according to his parents. Having recently completed his journeymanship, he's decided to take up the life of adventuring, however, to his parents' dismay, instead of working for Mayor Deverin's small but well established court or a minor lord of Magnimar.

Jek is a forthright individual, having led a very strict lifestyle. He is a devout follower of Abadar, mostly because of his upbringing, and pays respect to Nethys like his master, an kind but often eccentric man. His desire to see the world and discover what's out there is due to a strong curiosity cultivated from years of research. After knowing the theoretical, he believes it is important to gain real world experience, and he still has every intention to join a court when he feels he is ready, probably the fact that has kept him on speaking terms with his parents.

[sblock]
Secretly, even to Jek, his aptitude for magic began at a very young age - young enough to give his parents pause. Fearing that he was somehow tainted by some unknown fiendish source - wrongly or rightly - they apprenticed him as a wizard immediately so that he would gain control of these abilities, and to hide his innate abilities with magic. While his wizardly training has honed his magical abilities, his parents still fear their origins, and this is the overriding reason that they do not wish him to explore these abilities and to take up the quiet life of a court mage.
[/sblock]

Jek is of average height and build with dark black hair and eyes and pale skin, giving away his Chelaxian heritage. He is 21 years old, just emerging from his master's tower into the real world. He wears practical outfits, those made for walking the terrain outside the town, as he plans on taking up the life of the adventurer. He does miss the finer things in life, but he is determined to live a new life - for now.

His general demeanor is guarded due to his unfamiliarity with his current living conditions and those around him, often crossing and uncrossing his arms and rarely looking anyone in the eye unless speaking directly to them. He is thoughtful, possessing less in the way of common sense and more careful contemplation. At the same time, he is helpful to those around him who need aid and wishes only the best for his fellows of Sandpoint.

Jek Stormsol
Human Wizard (Enchanter) 1
Medium Humanoid (Human) LG
Init +2; Listen +0, Spot +0
Languages Common, Draconic, Thassilonian, Chelaxian
----------------------------
AC 12 (flat footed 10, touch 12)
HP 5 (1 HD)
Fort +1, Ref +2, Will +2
----------------------------
Spd 30
Ranged light crossbow +2 (1d8 / 19-20 x2) [80']
Base Atk +0, Grapple: +0
Spells Prepared (CL 1; +2 ranged touch)
1st - hypnotism (DC 15), whelm*, (DC 15), Empty
0th - daze (DC 14), detect magic, light, mage hand
Spells Known
1st - distract assailant**, feather fall, hypnotism, identify, shield, whelm*
0th - All (PHB)
Barred Schools Necromancy, Conjuration
----------------------------
Abilities Str 11 Dex 15 Con 13 Int 16 Wis 11 Cha 13
SQ Instant Daze (enchantment)* (DC 13) 3/day
Feats Scribe Scroll, Spell Focus (enchantment), Alacritous Cogitation***
Skills Concentration (4) +5, Knowledge (Arcana) (4) +7, Knowledge (Nature) (2) +5, Knowledge (Nobility & Royalty) (2) +5, Knowledge (Religion) (2) +5, Knowledge (The Planes) (2) +5, Spellcraft (4) +7
Possessions Spell Book (3lb), Spell Component Pouch (2lb), Bedroll (5lb), Winter Blanket (3lb), Hooded Lantern (2lb) & 2 pints Oil (2lb), Parchment Ink & Quill (-), Sealing Wax & Signet Ring (1lb), 50' Silk Rope (5lb), Waterskin (4lb), Backpack (2lb), 2 Belt Pouches (1lb), Abadar's Holy Symbol (-), Sunrod (1lb), Crossbow & 10 Bolts (5lb), 3 gp & 21 sp [36lb: Light Encumbrance]

* PHBII
** Spell Compendium
*** Complete Mage

Notes:
Ability Score Rolls
Starting Gold
 

s@squ@tch

First Post
Delkat Kraylin

Code:
[B]Delkat Kraylin[/B] 
[B]Class:[/B] Cleric 	
[B]Race:[/B] Human 
[B]Size:[/B] M
[B]Gender:[/B] Male
[B]Alignment:[/B] NG
[B]Deity:[/B] Saranrae ([B]Domains:[/B] Good, Sun)


[B]Str:[/B] 13 +1 (--p.)	[B]Level:[/B] 1	[B]XP[/B]: 0
[B]Dex:[/B] 13 +1 (--p.)	[B]BAB:[/B] +0		[B]HP:[/B] 9 (1d8+1)
[B]Con:[/B] 13 +1 (--p.)	[B]Grapple:[/B] +1	[B]Craft Points:[/B] n/a
[B]Int:[/B] 15 +2 (--p.)	[B]Speed:[/B] 20'	[B]Stat Increases:[/b] 
[B]Wis:[/B] 16 +3 (--p.)	[B]Init:[/B] +1	[B]Spell Save:[/B] 
[B]Cha:[/B] 15 +2 (--p.)	[B]ACP:[/B] -6		[B]Spell Fail:[/B] 

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+4	+2	+1	+0	+0	+0	17
[B]Touch:[/B]	11	[B]Flatfooted:[/B] 16

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+3	+2	+1	+0
[B]Ref:[/B]	+1	+0	+1	+0
[B]Will:[/B]	+5	+2	+3	+0
[B]Notes:[/B]

[B]Weapon			Attack	Damage	Critical	Range[/B]
Morningstar           	+1	1d8+1	20/x2      	------
Dagger                  +1/+1	1d4(+1)	19-20/x2 	10 ft

[B]Notes:[/B]

[B]Languages:[/B] Common, Celestial, Draconic

[B]Abilities:[/B] Turn Undead (9x/day), Divine Spells, Spontaneous Cure Spells, Domain Powers & Spells

[B]Feats: [/B] 
1st - [B]Extra Turning[/B]
1st - (bonus) [B]Empowered Turning [/B]


[B]Spells prepared[/B] (Save DC 13 + spell level): 
[B]Domains:[/B] Good, Sun
[b]Domain Powers:[/b] Good: cast good spells at +1 caster level.  Sun: Once per day,
 you can perform a greater turning against undead
 in place of a regular turning. The greater turning is like a normal turning 
except that the undead creatures that would be turned are destroyed instead. 

[B]Spells Prepared:[/B]
	0th - (4)     Light, Detect Magic, Resistance, Read Magic
	1st - (3+1)   Divine Favor, Bless, Shield of Faith, Protection from Evil(D)
	



[B]Skill Points:[/B] 20	[B]Max Ranks:[/B] 4/2
[B]Skills		Total	Ranks	Mod 	Misc[/B]
Concentration	5	4	+1	--
Know (Religion) 6	4	+2	--
Know (Arcana)	3	1	+2	--
Know (History)	5	3	+2	--
Know (Planes)	6	4	+2	--
Heal        	7	4	+3	--



[B]Notes:[/B]

[B]Equipment:		Cost	Weight[/B]
Morningstar           	8gp	6lb
Scale Mail            	50gp	30lb
Heavy Steel Shield 	20gp	15lb
Dagger                 	2gp	1lb
Backpack              	2gp	2lb
Explorer's Outfit     	10gp	8lb
Belt Pouch             	2gp	2lb
Wooden Holy Symbol	1gp	--lb
Bedroll                	5sp	5lb
Winter Blanket       	5sp	3lb



[B]Total Weight:[/B]71 lb	[B]Money:[/B] 14gp 

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	50	100	150	300	750

[B]Age:[/B] 20
[B]Height:[/B] 5'11"
[b]Weight:[/b] 175 lbs
[B]Eyes:[/B] Brown
[B]Hair:[/B] Brown
[B]Skin:[/B] Tan

Appearance: Studious looking. Close cropped hair. Delkat's eyes flicker with insight and knowledge. Normally choosing to dress in something sensible and appropriate to the situation -- never flashy. He has a birthmark in the shape of the sun on his chest.

Personality: Dry, direct, logical -- always looking for the reason behind things, the cause and/or effect. Humor has been determined to be superfluous.

Background: Delkat was raised in a strict religious household on the outskirts of Sandpoint Harbor. He grew up in the home of poor farmers -- his father was a devout worshipper of Saranrae.

His youth was strenuous, several times, the family was at its ends, trying to feed all of the children, but he land was forgiving and they all pitched in on the farm. His father was not a learned man, but he did teach Delkat the value of a hard days work, and the sins of idle hands.

He was destined to serve the Sun God from birth. The birthmark on his chest was cause for some excitement and buzz around Sandpoint -- the local priest ordained that it was a sign from their god. Each day, when his chores were done, he was to be found in the small village temple to Saranrae, deep within an ancient text or tome. The town priest did his best to guide the boy in his thirst for knowledge on all topics -- even writing to his friend at a larger temple of Saranrae in Magnimar for additional books and scrolls. By the time the boy was 14, he had outgrown the humble temples resources. Word had reached the temple in Windsong Abbey about the boy's drive and capacity for learning, and he was welcomed to come learn at their temple - but his family could not bear the loss of him at the time.

[sblock=Advancement]
L1 -> Cleric 1 HP: +9 SP: +20
Concentration +4, Know (Religion) +4, Know (History) +3, Know (Planes) +4, Heal +4, Know (Arcana) +1
Feat: Extra Turning, Empowered Turning
Other:
[/sblock]
 

scranford

Explorer
Rolfe - Half Orc Rogue

Rolfe - Half Orc Rogue

--------------------------------------------------------------------------------

Ability Scores (4d6.takeHighest(3)=15, 4d6.takeHighest(3)=12, 4d6.takeHighest(3)=8, 4d6.takeHighest(3)=14, 4d6.takeHighest(3)=15, 4d6.takeHighest(3)=15, 4d6.takeHighest(3)=11)

Rolfe didnt know who his mother was. He was raised among the other children by the communal females of the tribe. But he knew he was ugly. He was smaller, weaker, and not as tough as most of his playmates, but he was smarter, and more cunning, and more importantly persuasive. he was able to make Arauck his best friend. And Arauck was big, and mean and nasty. Time passed and both he and Aracuk were assigned to a raiding party to support a group from the Hold of Belkzen. Rolfe knew there must be more to life than simply raiding and killing. He just didn't know how to acheive these things. But the raid provided a perfect opportunity. He had nothing against the Shoanti they raided, but maybe during the confusion of the raid he could make his escape; and he did. He found a cellar to hide in after the raid.

When he emerged hours after things had calmed down, he was in even more danger. He was stoned and chased from the village. He couldn't go back to his tribe, because he would be accused of cowardice, and he couldn't fit in human society because of his orc blood. Finally he ended up in Sandpoint. He wasn't really accepted there but his skills and strong back were at least in demand. Working as a cargo handler, and making some side money by strongarming for hire weren't what he wanted but at least he could survive until he could see his way to wealth and power.

1/2 Orc, Male Rogue lvl 1
True Neutral
16 years old, 6'5", 283 lbs.
Brown hair, Dark Grey eyes, Ruddy complexion
Speed 30'

STR 14, +2 (12)
DEX 15, +2 (15)
CON 14, +2 (14)
INT 13, +1 (15)
WIS 11, +0 (11)
CHA 13, +1 (15)

Fort +2, Reflex +4, Will +0
HP 8, Init +2
AC 15, Touch 12, Flat Footed 13 (+3 Studded Leather / +2 Dex)

ATTACKS
Short Sword +2 / 1d6+2, 19-20/x2 (Piercing)
Dagger +2 / 1d4+2, 10-20/x3, 10' Range (Piercing/Slashing)
Shortbow +2 / 1d6, x3, 60' Range (Piercing)
Club +2 / 1d6+2, x2 (Bludgeoning)
(+1d6 Sneak attack damage)

Skills W/ Ranks
Bluff +5 (4)
Disable Device +7 (4)
Disguise +4 (3)
Gather Information +3 (2)
Hide +3 (2) -1
Knowledge/Local +3 (2)
Listen +2 (2)
Move Silent +3 (2) -1
Open Lock +8 (4)
Search +5 (4)
Sense Motive +2 (2)
Sleight of Hand +2 (1) -1
Tumble +5 (4) -1

Feats
Nimble Fingers

Languages Common, Orc, Goblin

Features
Darkvision 60'
Orc Blood
Sneak Attack +1d6
Trapfinding

Equipment
Arrows (x20)
Backpack
Bedroll
Grappling Hook
Rope, Hemp (50')
Dagger
Belt Pouch
Flint & Steel
Thieves Tools
4 gp, 9 sp
Shortbow
Studded Leather
Short Sword
Travelers Outfit
 

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