Character Sheet - Or'rin Silverhand

Or'rin Silverhand - Arm of Emirikel

dwarfexplorerartificerb.jpg
Dwarf, Male
Height: 13 Hands* 
Weight: 11 Stone*
Eyes: Brown/Green
Hair: Brown
Worships: Emirikel

5th Level Perfect of Emirikel
5th Level Burglar

Cleric: 18,293 xp   Next: 30,001 xp
Thief:  14,001 Xp

Attributtes
16  [*+2/+3]    Strength
 7  [-.5/-2]    Intelligence
16              Wisdom
13              Charisma    
14  [* 0/-1]    Dexterity
17              Health
14              Fitness
       Trait:   Strong Arm*
                Infravision

Secondary Stats
Run               16
Sleep              8
Voice             10
Alcohol           14
Drugs             11

Seasickness       38%
Acrophobia        62%
Claustrophobia    66%

Initiative Bonus: +3
Dex: +1    Class: +2

Evasion Points:  16 / 32
Hit Points:      10 / 10

Evasion Die: 1d8+1*

By Location:
   Head          3      (19-20)
   R/L Arm     4 / 4 (13-15/16-18) 
   Chest         7        (12)
   Abdomen       6      (09-11)
   R/L Leg     5 / 5   (1-4/5-8)

Saving Throws:
Force        18
Magic        18
Resistance   19
Agility      15

Armor Class:  3/4
Base AC: 5   Dex: -1 
Armor:  Silenced Wyvern Skin Steel Studded Leather
Shield: Leather Buckler

Melee Weapons                      +      Critical
Mace + 2              1d8+5   [+4 To-Hit]  [ +20%]
Wyvern Skin Whip (B)  1d6+3   [+4 To-Hit]  [ +15%]

Missile Weapons                   ROF     Critical
Arbalest              3d6+4   [+2 To-Hit]  [ +15%]
  Dwarven Cocking Mechanism
  Steel String & Bow

Bolts (Steel) (40/40)
[X][][][][] / [][][][][] / [][][][][] / [][][][][]
[][][][][] / [][][][][] / [][][][][] / [][][][][]

Miracles per Day   5 (2) /  5 (4)  / 1 (0) / - / - / - / -

Spells Prepared
   1st Level Spells
              Command
              Cure Light Wounds
              Detect Magic
              Light
              Sanctuary
   2nd Level Spells
              Cure Medium Wounds              
              Hold Person
              Insight
              Slow Poison
   3rd Level Spells
              Prayer

Skills
Animal Lore          10%
Bargain              45% 
Climb                20%
Camouflage           20%
Eval. Treasure       55%
First Aid            25%
Fishing              10%
Gamble               60%
History              25%
Hunting               5%
Jump                 70% 
Listen               55%
Map Making           25%
Mineral Lore         25%
Plant Lore            5%
Ride                 20% 
Spot Hidden          50% 
Swim                  5%
Tracking              5%
Trap                 15%

Melee Skills
Fist                 35%
Kick                 40%
Head                 20% 
Grapple              30%
Defense              20%
Elbow                25%

Thief Skills
Climb Walls          60%
Find Trap            85%
Hear Noise           55%
Hide in Shadows      60%
Move Silently        60%
Memorize             35%
Open Locks           65%
Remove Trap          85%

Languages [Speak/Read-Write]
Ch'krunk <Native> 98% 50%
Aerine <Common>   49% 24%
Huma              31%
Goblish           19%
Kr'Splt           11%

Weapon Proficiencies                    3 Slots
Arbalest                                [1 WP]
Mace                                    [1 WP]
Whip                                    [1 WP]

Gear
Adventurers Kit
      50' rope, bedroll, 3 torches, wooden spade, 
      pants, jerkin, cloak, belt, small pouch
Backpack, leather
First Aid Kit
      Cat gut, bandages, needle, tweezers
Thieves Picks

Magical Items
Ruined Rod of Lordly Might
A drained relic recovered from the Undercity. The 
rod of lordly might is metal, thicker than other 
rods, with a flanged ball at one end and six stud-
-like buttons along its length. (Pushing any of 
the rod’s buttons is equivalent to drawing a
weapon.) It weighs 10 pounds.  It is drained and
cannot be recharged; as such it has only the 
following mundane powers.

•Unaltered, the rod functions as a +2 light mace.
•When button 3 is pushed, the rod becomes a 
 +3 shortspear or +3 longspear. The spear blade 
 springs forth, and the handle can be lengthened 
 up to 12 feet (wielder’s choice), for an overall 
 length of from 6 feet to 15 feet. At its 15-foot
 length, the rod is suitable for use as a lance.
•Climbing pole/ladder. When button 4 is pushed, a
 spike that can anchor in granite is extruded from
 the ball, while the other end sprouts three sharp
 hooks. The rod lengthens to anywhere between 5 
 and 50 feet, stopping when button 4 is pushed
 again. Horizontal bars three inches long fold out
 from the sides, 1 foot apart, in staggered
 progression. The rod is firmly held by the spike
 and hooks and can bear up to 4,000 pounds. The
 wielder can retract the pole by pushing button 5.
•The ladder function can be used to force open doors. 
 The wielder plants the rod’s base 30 feet or less
 from the portal to be forced and in line with it,
 then pushes button 4. The force exerted is that of 
 a storm giant.
•When button 6 is pushed, the rod indicates magnetic
 north and gives the wielder a knowledge of his
 approximate depth beneath the surface or height
 above it.

Orren typically uses the Rod as the focus of any
Lights spells when adventuring (see image).

**********************************************
*Dwarves Receive +1 to hit goblinoids and are at
 -4 to BE hit  by Ogres, tolls, Orge Magi, Giants
 and/or Titans
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