Eberron Campaign

Writeups for our gaming groups' Dungeons and Dragons campaign, set in Wizards of the Coast's Eberron campaign setting. Game recently resumed after hiatus.

Sunday, April 17, 2005

PC Stat Block - Baqar (and Fluffy)

Baqar, Male Halfling, Lightfoot Rgr4: CR 4; Small Humanoid (Halfling); HD 4d8+4(Ranger) ; hp 31; Init +3; Spd 20; AC:16 (Flatfooted:13 Touch:14); Atk +7 base melee, +8 base ranged; +8 (1d8+3, Sharrash, Talenta, Masterwork); +8 (1d8+3, Tangat, Talenta, Masterwork); +8 (1d3+2, Dagger); +7 (1d3+2, Dagger); +9 (1d6+2, Longbow, composite ( +2 Str Bonus), Masterwork); SQ: Action Points Dice Rolled 1, Action Points 7; RF: +2 Bonus on Saves vs. Fear, +1 attack bonus with thrown weapons; AL LG; SV Fort +6, Ref +8, Will +4; STR 14, DEX 17, CON 13, INT 11, WIS 14, CHA 9.

Skills: Climb +4, Handle Animal +6, Heal +6, Hide +10, Intimidate +1, Jump +0, Listen +6, Move Silently +9, Ride +12, Search +1, Spot +5, Survival +9, Use Rope +5.

Feats: Armor Proficiency: light, Armor Proficiency: medium, Endurance, Exotic Weapon Proficiency: Boomerang, Talenta, Exotic Weapon Proficiency: Sharrash, Talenta, Exotic Weapon Proficiency: Tangat, Talenta, Mounted Archery, Mounted Combat, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track.

Spells Known (Rgr --/1): 1st Alarm, Animal Messenger, Calm Animals, Charm Animal, Delay Poison, Detect Animals or Plants, Detect Poison, Detect Snares and Pits, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Magic Fang, Pass without Trace, Read Magic, Resist Energy, Speak with Animals, Summon Nature`s Ally I.

Spells Prepared (Rgr --/1): .

Possessions:

Weapons: +1 Arrow (47 gp); +1 Arrow (47 gp); Longbow, composite ( +2 Str Bonus), Masterwork (600 gp); Arrows (20) (1 gp); Dagger (2 gp); +1 Arrow (47 gp); +1 Arrow (47 gp); Sharrash, Talenta, Masterwork (318 gp); Tangat, Talenta, Masterwork (340 gp).

Armor: Leather (10 gp).

Goods: Coin: gp (22) (22 gp); Antitoxin (vial) (50 gp); Backpack (2 gp); Bedroll (1 sp); Flint and steel (1 gp); Grappling hook (1 gp); Healer`s kit (50 gp); Holy symbol, silver (25 gp); Rations, trail (per day) (5 sp); Rations, trail (per day) (5 sp); Rations, trail (per day) (5 sp); Rations, trail (per day) (5 sp); Rations, trail (per day) (5 sp); Pouch, belt (1 gp); Rope, silk (50 ft.) (10 gp); Saddlebags (4 gp); Saddle, military (20 gp); Torch (3) (3 cp); Waterskin (full) (1 gp); Waterskin (full) (1 gp); Waterskin (full) (1 gp); Waterskin (full) (1 gp); Clawfoot (150 gp); Coin: pp (8) (8 pp); Torch (1 cp); Torch (1 cp); Black pearl (2) (1,000 gp); Amber (4) (400 gp); Fintail tooth (3) (0 gp).

Magic: Potion: Cure Light Wounds (1) (50 gp).

Fluffy, Male Dinosaur, Clawfoot Animal2: CR 2; Medium Animal ; HD 2d8+8(Animal) ; hp 17; Init +4; Spd 40; AC:21 (Flatfooted:17 Touch:16); Atk +5 base melee, +5 base ranged; +5/+0/+0 (2d6+4, Talon; 1d3+2, 2 Foreclaws ; 1d6+2, Bite); SQ: Low-light Vision (Ex), Scent (Ex), Excellent Learner, Thick Skinned; AL N; SV Fort +7, Ref +7, Will +1; STR 19, DEX 19, CON 19, INT 2, WIS 12, CHA 10.
Skills: Hide +13, Jump +21, Listen +10, Spot +10, Survival +10.

Feats: Improved Natural Attack: Talon, Run.
Possessions:
Goods: Saddle, exotic military (60 gp).

Tricks: Attack x2 (including exotic), Come, Defend, Down, Guard, Heel, Stay


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