Character Sheet
Posted by Brem Jul 29 2011 08:48 GMT in ©na
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Male Kenku Fighter 1
Lawful Good
Representing Bremmy

 

 

Strength 14 (+2)
Dexterity 19 (+4)
Constitution 14 (+2)
Intelligence 13 (+1)
Wisdom 10 (+0)
Charisma 12 (+1)
Size: Medium
Height: 5' 0"
Weight: 120 lb
Skin: Gray
Eyes: Blue
Hair: Gray Straight; Beardless

 

 

Total Hit Points: 12

Speed: 20 feet [armor]

Armor Class: 18 = 10 +4 [scale] +1 [light steel] +3 [dexterity in armor]

 

 

Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +4 = 2 [base] +2 [constitution]
Reflex save: +4 = 0 [base] +4 [dexterity]
Will save: +0 = 0 [base]
Attack (handheld): +3 = 1 [base] +2 [strength]
Attack (unarmed): +3 = 1 [base] +2 [strength]
Attack (missile): +5 = 1 [base] +4 [dexterity]
Grapple check: +3 = 1 [base] +2 [strength]

 

 

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.

 

 

 

Languages: Common (? 3 more)

 

Dire Flail [1d8/1d8, crit x2, 10 lb., two-handed, bludgeoning]

Scale mail [medium; +4 AC; max dex +3; check penalty -4; 30 lb.]

Light Steel Shield [+1 AC; check penalty -1; hardness 10; hp 10; 6 lb.]

 

Feats:

Exotic Weapon Proficiency Weapon: Dire Flail
Quick Draw  

Traits:

 

 

Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise Int 1 =
+1
   
Balance Dex* 4 =
+4
   
Bluff Cha 3 =
+1
+2  
Climb Str* 2 =
+2
   
Concentration Con 2 =
+2
   
Craft_1 Int 1 =
+1
   
Craft_2 Int 1 =
+1
   
Craft_3 Int 1 =
+1
   
Diplomacy Cha 1 =
+1
   
Disguise Cha 1 =
+1
   
Escape Artist Dex* 6 =
+4
+2  
Forgery Int 1 =
+1
   
Gather Information Cha 1 =
+1
   
Heal Wis 0 =
+0
   
Hide Dex* 8 =
+4
+4  
Intimidate Cha 1 =
+1
   
Jump Str* -4 =
+2
  -6 [speed 20]
Listen Wis 0 =
+0
   
Move Silently Dex* 4 =
+4
   
Perform_1 Cha 1 =
+1
   
Perform_2 Cha 1 =
+1
   
Perform_3 Cha 1 =
+1
   
Perform_4 Cha 1 =
+1
   
Perform_5 Cha 1 =
+1
   
Ride Dex 4 =
+4
   
Search Int 1 =
+1
   
Sense Motive Wis 0 =
+0
   
Sleight of Hand Dex* 6 =
+4
+2  
Spot Wis 0 =
+0
   
Survival Wis 0 =
+0
   
Swim Str** 2 =
+2
   
Use Rope Dex 4 =
+4
   

 

* = check penalty for wearing armor

This character also has 2 ranks in Speak Languages.

Kenku:

 









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  • Unfamiliar race. Adjustments already included.
  • -2 strength
  • +2 dexterity
  • +0 constitution
  • +0 intelligence
  • +0 wisdom
  • +0 charisma
  • Great Ally (Ex): Kenkus work exceptionally well with their allies. When successfully aided on a skill check or attack roll by an ally, or when aiding another, a kenku applies or gains a +3 bonus on its check or attack roll (instead of the normal +2 bonus). Furthermore, a kenku gains a +4 bonus on attack rolls against an opponent flanked by an ally (instead of the normal +2 bonus).
  • Mimicry (Ex): A kenku can perfectly mimic familiar sounds, voices, and accents. This ability does not enable the kenku to speak languages it can't normally speak. To duplicate a specific individual's voice, a kenku makes a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice isn't genuine.

  • Natural Weapons: 2 claws (1d3). 

    • Low-light vision.
    • Automatic Languages: Common and Kenku. Bonus Languages: Auran, Dwarven, Gnome, Goblin, Halfling.


     

Fighter:

 

 

  • Bonus Feats (already included)

 

 
  Class HP rolled  
Level 1: Fighter 10  

 

 

 

Featherly Jones 's Equipment:

 

 

 

46 lb
2 lb
5 lb
1 lb
_____
54 lb
Weapons / Armor / Shield (from above)
Backpack
Bedroll
Spyglass

Total

Replies:

Backstory nigga
Reply by ©na Jul 29 2011 16:16 GMT

 

Philip Colbert, a wealthy man from Baldur's Gate who was planning to build a factory in Waterdeep, is found murdered. Guard Chief Bill Gillespie comes under pressure to quickly find his killer. Kenku northerner Featherly Jones, passing through, is picked up at the caravan station with a substantial amount of cash in his wallet. Gillespie, heavily prejudiced against Kenkus, jumps to the conclusion he has his culprit, but is embarrassed to learn that Jones is a respected  Neverwinter homicide detective who had been visiting his mother. After the racist treatment he receives, Jones wants nothing more than to leave as quickly as possible, but his captain recommends he stay and help. The victim's widow, already frustrated by the ineptitude of the local guards, is impressed by Jones' expert ability when he clears another wrongly-accused suspect Gillespie has arrested on flimsy evidence. She threatens to stop construction on the much-needed factory unless he leads the investigation. Unwilling to accept help but under orders from the town's mayor, Gillespie talks Jones into lending his services.

Despite the rocky start to their relationship, the two guards come to respect each other as they are forced to work together to solve the crime. Jones initially suspects wealthy plantation owner Eric Endicott, who opposed the new factory. When he attempts to interrogate Endicott about Colbert, Endicott slaps him in the face. Jones slaps him back, which leads to Endicott sending a gang of hooligans after Jones. Gillespie rescues him from the fight, and orders him to leave town for his own safety. Jones refuses to leave until he has solved the case.

Jones asks Sam Wood, the guard who discovered the body, to retrace his steps the night of the murder. He and Gillespie accompany Sam on his patrol route, stopping at a feasthall where the counterman, Ralph Henshaw, refuses to serve Jones. When Jones notices that Sam has deliberately changed his route, Gillespie begins to suspect Sam of the crime. When he discovers that Sam made a sizable deposit into his bank account the day after the murder (which Sam claims is gambling winnings) and Lloyd Purdy, a local, files charges against Sam for getting his 16-year-old sister Delores pregnant, Gillespie arrests Sam for the murder, despite Jones' protests. Purdy is insulted that Jones, a kenku, was present for his sister's interrogation about her sexual encounter with Sam, and gathers a mob to get his revenge on Jones.

Jones is able to clear Sam by finding the original murder scene and pointing out that Sam would not have been able to drive two carts at the same time to dump the body and the victim's cart while continuing on his patrol. Acting on a hunch, he tracks down the local back-room abortionist, who reveals that someone has paid for Delores Purdy to have an abortion. When Delores arrives, Jones pursues her outside, where he is confronted by the murderer, the feasthall counterman Ralph Henshaw. Purdy's mob tracks down Jones at this moment, and he is being held at swordpoint when he proves to Purdy that it was Ralph, not Sam, who got Delores pregnant. Purdy attacks Ralph, who kills Purdy in self-defense. Ralph is arrested, and confesses to the murder of Colbert. He had attempted to rob Colbert to gain money to pay for Delores' abortion but accidentally killed him.

His job done, Jones finally boards the caravan out of town, seen off by a more respectful Gillespie.

Reply by Brem Jul 30 2011 00:38 GMT

Reply by Tails Doll Jul 30 2011 01:16 GMT
I mean that in a good way btw.
Reply by Tails Doll Jul 30 2011 01:25 GMT
AHHHHH ITS A PLAGUE OF WORDS
WHY DO YOU KEEP *CRAG*ING WITH ME EXODUS
Approved
Reply by ©na Jul 30 2011 01:30 GMT
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