Personal - Name : Rand Stormseeker

Stat Score Adjustment
Strength 11 +0
Dexterity 12 +1
Constitution 15 +2
Intelligence 14 +2
Wisdom 12 +1
Charisma 20 +5
Characteristics
Race : Human Size : Medium
Gender : Male Age : 23
Height : 6' 3" Weight : 129 lbs
Hair : Black Skin : Pale
Eyes : Green Handedness : Right
Alignment : Chaotic Good

Level
Class Sorcerer Ranger Total Levels
Level 10      11
Experience 61,500 Next Level 66,000 Exp Penalty  

Defense
Type Total Base Item Spells Ability Size Armor Check
Armor Class 16 10 6 0 1 0 +0
Reflex +4 +3     +1    
Fortitude +7 +5     +2   Spell Fail
Willpower +8 +7     +1   5%
Damage Resistance Spell Resistance 0  

Armor
Item Total Bonus Base Bonus Max Dex Bonus Armor Check Penalty Arcane Failure Speed Feat/Misc
Buckler +1 +2+1 +05% 

Weapons
Hand Item To Hit Size Damage (type) #Att Crit Mult Range Category
Both *Quarterstaff (Masterwork) +5;+5;+0 L 1d6/1d6 (B/B) 1 20 2/2 0' Simple-Melee
Both *Quarterstaff (Masterwork/Head 1 only) +7;+2 L 1d6 (B) 1 20 2 0' Simple-Melee
Both *Quarterstaff (Masterwork/Head 2 only) +7;+2 L 1d6 (B) 1 20 2 0' Simple-Melee
Single Dagger +6;+1 T 1d4 (P) 1 19-20 2 0' Simple-Melee
Single Dagger (Thrown) +7 T 1d4 (P) 1 19-20 2 10' Simple-Ranged
Single Handaxe (+1) +7;+2 S 1d6+1 (S) 1 20 3 0' Martial-Melee
Both Twin Handaxes (+1) +5/+5;+0 S 1d6+1/1d6+1/1d6+1 (S/S/S) 1 20 3 0' Martial-Melee

Combat
Type Total Attack Bonuses Ability Max HP 59
Melee +6 +0 Current HP -1
Ranged +7 +1 Initiative Mod +1
Unarmed (1d3) +6 +0 Speed Walk 30' (enc.)
      Vision Darkvision 60'

Feats
Alertness (if Familiar is within 5'), Ambidexterity, Armor Proficiency (Light), Armor Proficiency (Medium), Empower Spell, Enlarge Spell, Extend Spell, Leadership, Martial Weapon Proficiency, Quick Draw, Shield Proficiency, Simple Weapon Proficiency, Track, Two-Weapon Fighting

Skills
Name Total Rank Ability Misc Name Total Rank Ability Misc
Alchemy86.0 INT/2 Move Silently74.0 DEX/12
Animal Empathy61.0 CHA/5 Profession (Farmer)54.0 WIS/1 
Concentration97.0 CON/1 Spellcraft97.0 INT/2
Knowledge (Arcana)1210.0 INT/2 Spot21.0 WIS/1 
Knowledge (History)42.0 INT/2 Swim11.0 STR/0 
Knowledge (Lycanthropy)75 INT/2 Wilderness Lore54.0 WIS/1 
Knowledge (Nature)31.0 INT/2 

Equipment
Eq Name Location Weight Eq Name Location Weight
Y(1) Bracers of Armour +2Equipped1N(2) Handaxe +1Carried  10
Y(1) Outfit (Explorer's)Equipped  8N(1) Outfit (Noble's)Backpack  10
Y(1) Ring +2 (Protection)Equipped  0N(1) Backpack  2
N(1) Case (Map or Scroll)Backpack0.5Y(1) Pouch (Belt)Carried  0.5
N(1) Buckler +1Equipped5N(1) Pouch (Spell Component)Carried  3
Y(1) Quarterstaff (Masterwork)Equipped  4N(1) WaterskinBackpack  0
Y(1) DaggerCarried  1N(2) Iron RationsBackpack2
Y(1) Cloak of Charisma +4Equipped2Y(1) Goggles of NightEquipped  
Y(1) Ring of SustenanceEquipped  Y(1) Shaundakul's BootsEquipped1
N(1) Scroll of Dream (9th level)Scroll Case  
Carrying Capacity 115.0 Load Medium Total Weight Carried 50 lbs

Miscellaneous
Funds Companions Magic Items
175 GP Bisley the Owl See Equipment

Number of Castable/Knowable Spells/Day
Type Level: 0 1 2 3 4 5 6 7 8 9
Sorcerer Cast/Known 6/9 7/5 7/4 6/3 6/2 4/1 0/0 0/0 0/0 0/0

Spells Known
Level Type Known Spell List
0 Sorcerer Arcane Mark; Daze; Detect Magic; Detect Poison; Disrupt Undead; Ghost Sounds; Light; Prestidigitation; Read Magic
1 Sorcerer Burning Hands; Expeditious Retreat; Lesser Electrical Orb; Mage Armor; Shocking Grasp
2 Sorcerer Daylight; False Life; Invisibility; Owl's Wisdom
3 Sorcerer Dispel Magic; Haste; Lightning Bolt
4 Sorcerer Bestow Curse; Electric Orb
5 Sorcerer Telekinesis

Special Abilities
Favored Enemy(Animal), Summon Familiar

Weapon Proficiencies
Armor Spikes, Axe, Axe (Throwing), Battleaxe, Blowgun, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dagger (Thrown), Dart, Falchion, Flail (Heavy), Flail (Light), Gauntlet, Gauntlet (Spiked), Glaive, Greataxe, Greatclub, Guisarme, Halberd, Halfspear, Hammer (Light), Handaxe, Javelin, Katana (2-H), Kusari-gama, Lance (Heavy), Lance (Light), Longbow, Longbow (Composite), Longspear, Mace (Heavy), Mace (Light), Mind-blade, Morningstar, Pick (Heavy), Pick (Light), Quarterstaff, Ranseur, Rapier, Sap, Scimitar, Scythe, Shieldbash, Shortbow, Shortbow (Composite), Shortspear, Sickle, Sling, Sword (Bastard/2-H), Sword (Great), Sword (Long), Sword (Short), Trident, Unarmed Strike, Wakizashi, Waraxe (Dwarven/2-H), Warhammer
Prohibited:

Languages
Common, Draconic, Elven

Biography
Description The family Rand was one of the richest in all of Merrydale for almost a century. From Clearwater to Merry Falls they owned over three dozen farms and employed some two hundred people. All that ended when a Vampire infestation laid waste to the entire region and changed the Dalelands forever. Over the coming years the folk of the newly renamed Daggerdale left he region in droves forcing the Rand's to move or even sale many of their farms. Enter the Van Cei Family.

The Van Cei's where also wealthy farmers but where the Rand's became wealthy by treating their workers fairly and paying them an honest wage, the Van Cei's become wealthy through dishonesty and murder. Crop burning, bribery, false clams of necromancy (The Rand's have had a long relationship with Sorcery) and many more where used to undermine and weaken the Rand family. By the time of the Zentarim invasion the Rand family only owned two farms both of which where captured by Zentarim troops and used to fuel the war effort along with the Van Cei's who aided and helped the Zent's by feeding their troops and betraying any folk who showed signs of descent. When the revolution came the Van Cei's fled the region spoiling the soil and poisoning the wells on their way leaving the common folk to try and rebuild their lives.

The last Rand, Stormseeker was always a little bit strange. When other children where out playing in the fields Stormseeker (Or Firstson as he was called until his sixteenth birthday) was busy exploring his growing arcane powers or zapping the village cat. He took his adult name after being struck by lightning during the worst storm in living memory and walking away without a mark on him. After his naming ceremony Rand was sent to Clearwater to study the arcane arts under the direction of Lady Trea. After a half decade of trying to harness his gifts without much success Rand left Trea's care hoping that the outside world could teach him more than dusty old books and scrolls. After some months of adventuring around the region Rand contracted lycanthropy after being bitten by an infected hobgoblin on the forest road north of Clearwater. After some close calls the curse was lifted by the temple of Lythander in Dagger Falls.

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