Character Race: Human (Suel-Oeridian)
Character Class: Fighter
Alignment: Chaotic Good
Deity: Vatun - Suel god of the North Wind, Wild Beasts, and the Father of Battle
Size: Medium
Gender: Female
Age: 20
Height: 5' 9" (6' 0" with boots)
Weight: 141 lbs.
Eyes: Bright green
Hair: Blond
Skin: Fair
Character Region: Born in the Land of the Snow Barbarians, currently wanders the Flanaess
GM(s):
Character Level: 1
EXP Points Gained: 0
EXP Needed For Next Level: 1,000 (1,000 needed)
Abilities:
Racial Modifiers: Human - none.
Age Modifiers: None
Strength: 14 (+2)
Dexterity: 15 (+2)
Constitution: 14 (+2)
Intelligence: 13 (+1)
Wisdom: 12 (+1)
Charisma: 12 (+1)
Armor Class: 17 = Base (10), Dex (2), Chain Shirt (4), Light Steel Shield (1)
Flatfooted AC: 15 = Base (10), Armor (4), Shield (1)
Touch AC: 12 = Base (10), Dex (2)
Armor Check Penalty: -3 [-2 Armor type, -1 Shield type]
(Applies to: Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim [x2], Tumble)
Maximum DEX Bonus: +4
Arcane Failure: 20%
Armor Type & Weight Class: Chain Shirt - Light (25 lb.), Light Steel Shield (6 lb.)
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Hit Points: 12 (HD: 1d10+2)
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Initiative Modifier: +2 = DEX (2)
Base Attack Bonus (BAB): +1
Melee Attack Bonus (MAB): +3 = BAB (1) + STR (2)
Ranged Attack Bonus (RAB): +3 = BAB (1) + DEX (2)
Grapple Attack Bonus (GAB): +3 = BAB (1) + STR (2) + SIZE (0)
MAB:
Bastard Sword (one-handed), +3/hit (+3 MAB), 1d10+2/dam (+2 Str), [19-20/x2], 6 lb., slashing
Bastard Sword (two-handed), +3/hit (+3 MAB), 1d10+3/dam (+2 Str, +1 two-handed), [19-20/x2]
Dagger, +3/hit (+3 MAB), 1d4+2/dam (+2 Str), [19-20/x2], 1 lb., slashing or piercing
Bastard Sword +1/hit, 1d10+2/dam and Dagger +1/hit, 1d4+1/dam (two-weapon fighting)
Bastard Sword +1/hit, 1d10+2/dam and Light Steel Shield +1/hit, 1d3+1/dam, bludgeoning (two-weapon fighting)
RAB:
Shortbow, +3/hit (+3 RAB), 1d6/dam, [x3], 60' range, 2 lb., piercing
Dagger, +3/hit (+3 RAB), 1d4+2/dam (+2 Str), [19-20/x2], 10' range, piercing
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Savings Throws:
Fortitude: +4 = Base (2) + CON (2)
Reflex: +2 = Base (0) + DEX (2)
Will: +1 = Base (0) + WIS (1)
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Skills:
Total Skill Points Earned = 16 (16 @ 1st lvl, 4/lvl after)
Total = Skill (defining attribute) (stat bonus + ranks + misc bonus [bonus type])
Trained:
+4 = Handle Animal (CHA) 1 + 2 ranks + 0 [type] @
+3 = Profession - Sailor (WIS) 1 + 1 rank +1 [Specialized trait]
[3 used]
Untrained:
+1 = Appraise (INT) 1 + 0 + 0 [type]
-1 = Balance (DEX) 2 + 0 - 3 [ACP]
+0 = Bluff (CHA) 1 + 0 - 1 [Abrasive trait]
+1 = Climb (STR) 2 + 2 ranks - 3 [ACP] @
+1 = Craft - Weaponsmithing (INT) 1 + 0 + 0 [type] @
+2 = Concentration (CON) 2 + 0 + 0 [type]
+0 = Diplomacy (CHA) 1 + 0 - 1 [Abrasive trait]
+1 = Disguise (CHA) 1 + 0 + 0 [type]
+2 = Escape Artist (DEX) 2 + 0 + 0 [ACP]
+1 = Forgery (INT) 1 + 0 + 0 [type]
+1 = Gather Information (CHA) 1 + 0 + 0 [type]
+1 = Heal (WIS) 1 + 0 + 0 [type]
-1 = Hide (DEX) 2 + 0 - 3 [ACP]
+4 = Intimidate (CHA) 1 + 2 ranks + 1 [Abrasive trait] @
+1 = Jump (STR) 2 + 2 ranks - 3 [ACP] @
+1 = Listen (WIS) 1 + 0 + 0 [type]
-1 = Move Silently (DEX) 2 + 0 - 3 [ACP]
+1 = Perform - Dance (CHA) 1 + 0 + 0 [type]
+4 = Ride (DEX) 2 + 2 ranks + 0 [type] @
+1 = Search (INT) 1 + 0 + 0 [type]
+1 = Sense Motive (WIS) 1 + 0 + 0 [type]
+1 = Spot (WIS) 1 + 0 + 0 [type]
+2 = Survival (WIS) 1 + 1 rank + 0 [type]
-2 = Swim (STR) 2 + 2 ranks - 6 [ACPx2] @
+2 = Use Rope (DEX) 2 + 0 + 0 [type]
[13 used]
@ Denotes a Class Skill
Languages: [# of languages = 2]
Common, The Cold Tongue
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Traits:
Abrasive - You gain a +1 bonus on Intimidate checks, and take a -1 penalty on Diplomacy checks and Bluff checks.
Specialized (Profession - Sailor) - You gain a +1 bonus on checks using the specified skill, but take a -2 penalty on all other checks using the same skill.
Feats:
1st Level:
Combat Expertise - When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus.
Exotic Weapon Proficiency (Bastard Sword) - You make attack rolls with the weapon normally one-handed.
Two-Weapon Fighting - Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
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Gear & Items:
Armor: Chain Shirt [25 lb.], Light Steel Shield [6 lb.]
Weapons: Bastard Sword [9 lb.], Dagger [1 lb.], Shortbow [2 lb.], Quiver of 20 Arrows [3 lb.]
Equipment:
Traveler's Outfit [5.0 lb.] - leather calf-high boots, doeskin breeches, a sturdy belt, a shirt with a vest, and an ample cloak with a hood (does not count
towards encumbrance when worn)
(1) Belt Pouch [0.5 lb.] holds:
- (1) Candle [0.0 lb.] - dimly illuminates a 5-foot radius and burns for 1 hour.
- (1) Flint & Steel [0.0 lb.]
- (1) Whetstone [1.0 lb.]
(1) Coin Purse [0.0 lb.]
Mounts: None
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Weight:
Total Gear Weight Carried: 1.5 lb.
Total Weapon Weight Carried: 12.0 lb.
Total Armor Weight Carried: 31.0 lb.
Total Coin Weight Carried: 0.32 lb. (50 coins to a pound)
Total Weight on Mount: 0.0 lb.
Weight Carried: 44.82 lb. - Light Load
Light Load: 0 to 58 lb.
Medium Load: 59 to 116 lb. (+3 Max Dex, -3 ACP)
Heavy Load: 117 to 175 lb. (+1 Max Dex, -6 ACP)
Max overhead press: 175 lb. (Max heavy load)
Max lift of ground: 350 lb. (Max heavy load x2)
Max push or pull: 875 lb. (Max heavy load x5)
Base Movement: 30' (Armor Max Move: 30')
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Racial Abilities:
* Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
* Human base land speed is 30 feet.
* 1 extra feat at 1st level, 4 extra skill points at 1st level and 1 extra skill point at each additional level.
* Automatic Language: Common.
* Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
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Class Features:
* A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
* At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter. These bonus feats must be drawn from the feats noted as fighter bonus feats.
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Magic: None
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Money: (Coins weigh 1 lb./50 coins, or .02/coin)
PP: 7
GP: 2
SP: 0
CP: 7
Treasures: None
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Physical Appearance:
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Personality:
Though very beautiful, Morganna can very easily push people away with her quick temper and fiery spirit. She is stubborn, willful, but also very brave. She has
the strength and beauty of her mother, and also the dark sense of humor and adventurousness of her father. She will often play out the conflicts between them
within herself. At first glance, she can attract people to her (especially those of the opposite sex), but the closer one gets, the more her
"wolf-spirit" growls. In fact, she often gets along better with beasts, steel, and the sea than she does with most other folk.
She hopes to one day return home to find her mother, but she cannot help but seek adventure along the way...
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Character History:
Morganna was born in the harsh realm of the Snow Barbarians to the daughter of a Schnai clan chieftain and a wandering smuggler captain from the Southern Kingdoms (which one remains unknown). From her mother she inherited her snowy skin and golden locks (and a fiery disposition), while from her father she has those enchanting sea green eyes (and a lust to wander the world seeking adventure). Her father's adventurous spirit and wicked sense of humor often clashed with her mother's stern nature and willfulness. While their passion was able to light up the sky like a lightning storm, it could also quickly turn cold like a sudden blizzard. The mystery of what was more powerful -- their love or their hate for one another -- may never be solved.
The ship captain would from time to time come to port and pay his "barbarian queen" a visit when he wasn't away on some foolhardy campaign across the seas. WhileMorganna was still in swaddling clothes, her mother and father had another one of their legendary quarrels -- but this one made the gods take notice. TheSchnai woman entered such a fury that she nearly killed her lover when he taunted her with his distinctive mocking laughter during theargument . The captain immediately departed for his ship swearing never to return to the barbarian domain while he lived (and once the mighty barbarian chieftain learned of the torrid relationship, the smuggler would not have lived very long among the Schnai anyways).
But the captain would have one last laugh. He did not quit the shores of the Land of the Snow Barbarians for good as he vowed. He returned to smuggle one last treasure out of the clutches of the Schnai -- his beautiful daughter, Morganna.
The young girl was raised on board a sailing vessel (and occaisionally in port cities here and there) and a crew of disreputable smugglers became her family. Her father truly loved her, however, and would never allow any harm to come to her -- but neither would he allow her mother ever to look upon her child ever again. He taught her how to fight with a blade when she was strong enough and also showed her how to make a living on board a ship. But his primary duty, he believed, was to prepare his growing child to one day be free from him. To live as freely as he did. But that meant he had to let her go...
That would be easier said than done.
Morganna possessed her mother's infernal temper (though she barely remembered her), and it was not long before father and daughter began to have their own clashes of legendary proportions. Though the girl dearly loved her father, she resented him for taking her away from the land of her birth and from her mother's people. Their personalities would often create friction that would make even a bloodthirsty pirate leave the room. At just seventeen years old, Morganna demanded to be returned to her mother so that she herself could decide who was a part of her life and who was not. The ship captain flatly refused. "Your grandfather would feed my limbs to his dogs while your mother watched... no, I will never return there." In truth, the man could sneak in and out of just about anywhere without fear of capture, but he still harbored deep resentment towards Morganna's mother.
One night, while the smugglers' ship was docked in Gradsul, Morganna stole ashore. Her father was not so easily fooled and followed, intending to return her to the ship. When the girl realized that she was being pursued, a great chase ensued. It took father and daughter down alleyways and across rooftops. Morganna was strong, swift, and much younger, but her father was still very hale and his pursuit was relentless. He cornered his offspring and laid his hand upon her shoulder from behind. In desperation and anger, Morganna blindly swung out behind her with her drawn sword. When the clouds left the face of Celene, she turned and saw that she had inadvertently reopened the wound that her mother inflicted on him many years ago.
Her father clutched at the cut as blood spurted through his fingers. Without a word, he took a step back, turned away, and slowly walked back to his ship. This time, the wound would never heal. He had finally done what he felt he could never do... he let his daughter go.
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Experience Rewards:

