Main Page
Overview
Run List
Glossary
Dramatis Personae
Archives
Calendar
Gods
Magic Items
Miscellany

Aravis Telmir
Dranko Blackhope
Ernest Wilburforce Roundhill
Flicker Proudfoot (NPC)
Grey Wolf 
Kay "Windstorm" Olafsen
Kibilhathur Bimson
Makel Troutman (NPC)
Morningstar, Shield of Ell
One Certain Step (NPC)

Runs 1-10
Runs 11-20
Runs 21-30
Runs 31-40
Runs 41-50
Runs 51-60
Runs 61-70
Runs 71-80
Runs 81-90
Runs 91-100
Runs 101-110
Runs 111-120
Runs 121-130
Runs 131-140
Runs 141-150
Runs 151-160
Runs 161-170
Runs 171-180
Runs 181-190
Runs 191-200
 

General Kay "Windstorm" Olafson
Race Half-Elf
Class Ranger
Level 12
Alignment Chaotic Good
Current XP 71,041
XP for next 78,000


Hit Points 94
Base Move 30' (20' in Chainmail)

(+) Ability Score Adj.   Save Base Ability Feat Other TOTAL

Strength 18 (14)  +4   Fortitude +8 +2     +10
(+1) Dexterity 15  +2   Reflex +4 +2   +1  +6
  Constitution 14  +2   Will +4 +1     +5
  Intelligence 9  -1              
  Wisdom 12  +1   Initiative   +2 +4 +2 +8
(+2)  Charisma 13  +1              


Explanation of "Other" above: Quick Charm grants +2 to Init and +1 on Reflex Saves
Additional Ability Check Modifiers: (none)
Additional Saving Throw Modifiers:  +4 on saves vs. Sleep (race); +2 on saves vs. Enchantments (race)


Armor Type: Chainmail, +2                       Armor Penalties: +2 Max Dex; -5 Check, speed 20'

AC =   10 +   Size + Dex + Arm + Shld + Other
19 = 10  +  0  +  2  +  7  +  0  +   0

Explanation of "Other" Above: (none)
Additional Armor Class Modifiers: (none)


Attack Adjustments:
+12/+7/+2 (BAB) 
+4 (Melee weapons only: STR) 
+2 (Ranged weapons only: DEX) 
+2 (Bows only: Magic Bracers) 
-2 (Melee weapons when fighting two-handed)
+1 (Ranged < 30': Point Blank Shot feat)

Damage Adjustments:
+4 (Melee weapons only: STR) 
+2 (w/ Mighty Composite Longbow)
+1 (w/ all bows: Magic Bracers)
+1 (Ranged < 30': Point Blank Shot feat); not included in below
+2 (Melee and Ranged < 30' vs. Orcs: favored enemy; not included in below
 
 
WEAPON CRITICAL RANGE Attack Adj.  (2-handed) Damage (off-hand)
Warhammer +2
20, x3
  +18/+13/+8
+16/+11/+6
1d8+6
 
Shortsword, Gartine 18-20, x2   +16/+11/+6 +14/+9/+4  1d6+4 1d6+2
Dagger, +3 (melee) 19-20, x2   +19/+14/+9 +17/+12/+7 1d4+7 1d4+5
Dagger, +3 (thrown) 19-20, x2 10' +16    1d4+5  
Gauntlet of Ice, +1 20, x2 +3d6   +17/+12/+7 +15/+10/+5 1d4+5 1d4+3
Longsword +1, Woodcutter
19-20, x2

+17/+12/+7
+15/+10/+5
1d8+5

Mighty Composite Longbow (max +2), w/ Bracers
20, x3
100'
+16/+11/+6  
1d8+3


Special Abilities and Feats

(RACIAL TRAITS)
- Immune to sleep and other similar magical effects
- Low-light vision: (can see twice as far as humans in low-light conditions)
- Elven blood
- +1 bonus to Listen, Search, Spot

(RANGER ABILITIES)
Point Blank Shot
(+1 to hit, +1 Damage on ranged attacks of less than 30')
Precise Shot (No penalty for firing into melee)
Improved Initiative (+4 on INIT rolls) 
Track
Favored Enemy: Orcs (+6 on damage rolls and various checks vs. enemy) 

(FEATS)
Two-weapon Fighting
(Reduces penalties for 2-weapon fighting by 2)
Ambidexterity (Negates check penalties for using the off-hand; reduces the penalty for attacking with an off-hand by 4.)
Improved Initiative (+4 on Initiative rolls)
Quick Draw (From Quick Charm magic item - Allows drawing a weapon to be a Free Action)

(WITH OA LYANNA)
gust of wind, 1/day
fly, 1/day
Yrimpa whirlwind , 1/day (5d6 damage to all adjacent enemies, and 1d6 damage to self; All Large (or smaller) creatures affected (including self) must make a Fortitude Save at DC16 or be stunned for 1 round) 
wind wall, 1/day
control winds, 1/day


Skills (45 Total Points)    Max Ranks: 15/7.5
+6 on Bluff, Sense Motive, Listen, Spot and Wilderness checks vs. Orcs (favored enemy) x3
(skills in italics suffer a -5 check penalty in chainmail)
(12+3+3+3+3+3+3+3+3+3+3+3) = 45

Skill
Total
Class
(un)
Ability
Spent
Rank
Spec.
Ab. Adj.
Race
Item
Synergy
Alchemy
 
 
 
INT
 
 
 
 
 
 
 
Animal Empathy
+3
R
 
CHA
2
2
 
+1 
 
 
 
Appraise
-1
 
y
INT
 
 
 
-1
 
 
 
Balance
+2
 
y
DEX
 
 
 
+2
 
 
 
Bluff
+1
 
y
CHA
 
 
 
+1
 
 
 
Climb
+4
 
y
STR
 
 
 
+4

 
 
Concentrate
+2

y
CON



+2
 
 
 
Craft: sewing
+0
 
y
INT
1
1
 
-1
 
 
 
Craft: 
 
 
y
INT
 
 
 
 
 
 
 
Craft: 
 
 
y
INT
 
 
 
 
 
 
 
Decipher Script
 
 
 
INT
 
 
 
 
 
 
 
Diplomacy
+1
 
y
CHA
 
 
 
+1 
 
 
 
Disable Device

 

DEX
 
 
 

 
 
 
Disguise
+2
 
y
CHA
2
1
 
+1
 
 
 
Escape Artist
+2
 
y
DEX
 
 
 
+2
 
 
 
Forgery
-1
 
y
INT
 
 
 
-1
 
 
 
Gather Info
+1
 
y
CHA
 
 
 
+1
 
 
 
Handle Animal
 
 
 
CHA
 
 
 
 
 
 
 
Heal
+2
 
y
WIS
 
 
 
+1
 
 
+1
Hide
+2
 
y
DEX
 
 
 
+2

 
 
Innuendo
+2
 
 
WIS
 
 
 
+1
 
 
+1
Intimidate
+1
 
y
CHA
 
 
 
+1
 
 
 
Intuit Direction
+2
 
 
WIS
 
 
 
+1
 
 
+1
Jump
+4
 
y
STR
 
 
 
+4

 
 
KS: Forensics


 
INT
12
12


 
 
 
KS


 
INT




 
 
 
KS:
 
 
 
INT
 
 
 
 
 
 
 
KS:
 
 
 
INT
 
 
 
 
 
 
 
Listen
+2

y
WIS



+2
+1
 
+1
Move Silently
+2
 
y
DEX
 
 
 
+2

 
 
Open Locks
 
 
 
DEX
 
 
 
 
 
 
 
Perform (folk songs, ballads)
+3
 
y
CHA
4
2
 
+1
 
 
 
Pick Pockets
 
 
 
DEX
 
 
 
 
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 

Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Read Lips
 
 
 
INT
 
 
 
 
 
 
 
Ride
+4
 
y
DEX
2
2
 
+2
 
 
 
Scry


 
INT




 
 
 
Search
+1
 
y
INT
1
1

-1
+1
 
 
Sense Motive
+2
 
y
WIS
 
 
 
+1
 
 
+1
Speak Lang.
 
 
 
 

 
 
 
 
 
Spellcraft

 
 
INT




 
 
 
Spot
+3
 
y
WIS



+1
+1
 
+1
Swim
+6
 
y
STR
2
2
 
+4
 
 
 
Tumble
 
 
 
DEX
 
 
 
 
 
 
 
Use Magical Device
 
 
 
CHA
 
 
 
 
 
 
 
Use Rope
+3
 
y
DEX
1
1
 
+2
 
 
 
Wilderness Lore
+16
 
y
WIS
14
14
 
+1
 
 
+1



Magic Items

Gauntlet of Ice, +1 (Nifi Cleric Ambush) - A shiny silver spiked gaulntlet.  It does an additional 3d6 cold damage on a critical hit.

Warhammer +2 (Nifi Cleric Ambush) - A warhammer inlaid with gold and silver.  The wielder can cast Cure Moderate Wounds on herself (2d8+8) oncer per day.

11 Arrows, +1 (Zhamir)

11 Arrows of Slowness, +2 (Zhamir) - A dozen black arrows with green feathers.  If struck, the target of these arrows must make a Fort Save at DC 18 or be affected by a Slow spell for 6 rounds.

Longsword +1 Woodcutter (Troll lair) - A well-crafted longsword.  It does double damage against animated wooden creatures.  It also cuts through inanimate wood like butter, for about 5 minutes/day. 

Dagger +3 (Black Circle Bestiary) - A finely-crafted dagger with emeralds worked into the hilt. 

Chainmail +2 (God's Thorn) - A plain-looking suit of chainmail.

Potion of Cure Light Wounds (Brewed by Ernie) - Cures 1d8+4 HP.

Potion of Bull's Strength (Zhamir)

Potion of Aid (Zhamir)

Wind Fan (Gohgan's basement) - A hand-held fan with a design of clouds on a sky-blue field.  The Fan can be used to cast Gust of Wind once per day. 

Bracers of Archery (Gift from the Stormknights) - A pair of sturdy leather bracers.  They grant the wearer +2 to hit and +1 on damage with bows and crossbows. 

Earcuff of Translation (Gift from the Spire) - A small, ring-shaped bronze earcuff.  It allows the wearer to speak and understand one language.  Once set to a particular language, it cannot be reset to another language. Set to Kivian Common.

Coovhad's Quick Charm (Repose) - A small gold winged foot, hanging from a gold chain.  It grants the wearer the following: +2 to Initiative; one extra Attack of Opportunity per round; +1 to Reflex Saves; the Quick Draw Feat.

Amulet of Energy (Zhamir) - A gold chain, on which hangs a tiny beating heart, the size of small marble.  It can be activated once per round as a free action.   It triples speed for the round and does 10 points of subdual damage each time it’s used.   Each such use expends a charge.   7 charges remaining.

Tree Figurine (Zhamir) - A 3" tall perfect glass replica of an oak tree, with a dark brown trunk, spreading branches, and hundreds of tiny, impossibly carved green leaves. When touched to any tree, that tree turns into a Treant that will obey the owner.  The effect lasts for 10 minutes, and is only usable once.

Belt of Intuition (Zhamir) - A leather belt with a round brass buckle in the shape of a closed eye.  It grants a +1 to all Wisdom-based skills. 

Belt of Strength +4

Arrow of Distance +3, Permanent (Battle of Verdshane) - This arrow does not lose its enchantment when fired.

Medallion of Damage Reduction 2/--


Spells
 
 
Spell level: 1 2 3 4 5 6 7 8 9
Base 1 1 1            
Bonus 1 0 0            
Total 2 1
1            
1st Level Spells 2nd Level Spells 3rd Level Spells
Alarm Animal Messenger Control Plants
Animal Friendship Cure Light Wounds Diminish Plants
Detect Animals or Plants Detect Evil/... Greater Magic Fang
Detect Snares & Pits Hold Animal Neutralize Poison
Entangle Protection from Elements Plant Growth
Pass Without Trace Sleep Remove Disease
Resist Elements Snare Summon Nature's Ally III
Slow Poison Speak with Plants Tree Shape
Speak with Animals Summon Nature's Ally II   Water Walk
Summon Nature's Ally I