conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: aldnod: Use this thread to store your characters used for this game. Please used the following template for the characters.
  
   
   Spoiler 
  
  [b]Character Name:[/b] Inquisitor Dredd
  [b]Race:[/b] Human
  [b]Class:[/b] Fighter/1
  [b]Alignment (and deity):[/b] Lawful Neutral (St. Cuthbert)
  [b]Character description:[/b] Dredd is a large man perpetually clad in full body armor complete with helmet. Dredd always wears his his armor even when he sleeps. The few who manage to see him without his armor notice his entire body is scarred. His face is set in a perpetual scowl and he as a direct and uncompromising personality.
  
  [b]HP:[/b] 12 / 12
  [b]AC:[/b] 20
  [i]Armor:4 Shield:4 Dexterity:2[/i]
  [b]Touch AC:[/b] 12
  [b]Flat-Footed AC:[/b] 18
  
  [b]Base Attack Bonus:[/b]+1
  [b]Base Grapple Bonus:[/b] +4
  [i]Base Attack Bonus:1 Strength:3[/i]
  
  [b]Weapon(s):[/b]
  [b][i]Bastard Sword[/i][/b]
  [b]Attack Bonus:[/b] +4, [b]Damage:[/b] 1d10+3 or +4 TH 19-20/x2 slash
  [i]otherwise normal sword too large to wield one handed without special training. This one seems well used. 6lbs[/i]
  
  [b][i]Dagger x 5[/i][/b]
  [b]Attack Bonus:[/b] +4 or +3 Thrown, [b]Damage:[/b] 1d4+3 19-20/x2 Range: 10ft Pierce/Slash
  [i]Small blades that can be used in melee or thrown. These ones are simple looking and show signs of use. 1lb[/i]
  
  [b][i]Alchemist Fire x 1[/i][/b]
  [b]Attack Bonus:[/b] +3 Thrown [b]Damage:[/b] 1d6 + 1d6 if not extinguished(DC15 reflex, full turn) Direct 1 damage nearby targets Range: 10ft Area: 5ft Fire
  [i]Sticky adhesive substance that ignites when exposed to air.[/i]
  
  [b]Initiative:[/b] +2
  [i]Dexterity:2[/i]
  
  {table=head]Ability|Score|Modifier
  Strength|16|+3
  Dexterity|14|+2
  Constitution|15|+2
  Intelligence|13|+1
  Wisdom|15|+2
  Charisma|12|+1[/table]
  
  {table=head]Save|Class Base|Ability Modifier|Misc. Bonus|Total
  Fort|+2|+2|+0|+4
  Reflex|+0|+2|+0|+2
  Will|+0|+2|+0|+2[/table]
  
  Armor Penalty:-14
  {table=head]Skills|Ranks|Ability Modifier|Misc. Bonus|Total
  Appraise|+0|+1|+0|+1
  Balance*|+0|+2|+0|+2
  Bluff|+0|+1|+0|+1
  Climb*|+4|+3|+0|+7
  Concentration|+0|+2|+0|+2
  Craft|+0|+1|+0|+1
  Decipher Script|+0|+0|+0|+0
  Diplomacy|+0|+1|+0|+1
  Disable Device|+0|+0|+0|+0
  Disguise|+0|+1|+0|+1
  Escape Artist*|+0|+2|+0|+2
  Forgery|+0|+1|+0|+1
  Gather Information|+0|+1|+0|+1
  Handle Animal|+0|+0|+0|+0
  Heal|+0|+2|+0|+2
  Hide*|+0|+2|+0|+2
  Intimidate|+4|+1|+0|+5
  Jump*|+4|+3|+0|+7
  Knowledge|+0|+0|+0|+0
  Listen|+0|+2|+0|+2
  Move Silently*|+0|+2|+0|+2
  Open Lock|+0|+0|+0|+0
  Perform|+0|+0|+0|+0
  Profession|+0|+0|+0|+0
  Ride|+0|+2|+0|+2
  Search|+0|+1|+0|+1
  Sense Motive|+0|+2|+0|+2
  Sleight Of Hand*|+0|+0|+0|+0
  Spellcraft|+0|+0|+0|+0
  Spot|+0|+2|+0|+2
  Survival|+0|+2|+0|+2
  Swim|+0|+3|+0|+3
  Tumble*|+0|+0|+0|+0
  Use Magic Device|+0|+0|+0|+0
  Use Rope|+0|+2|+0|+2[/table]
  
  [b]Feats:[/b]
  Exotic Weapon Proficiency(Bastard Sword)
     [i]Can wield bastard sword one handed without penalty[/i]
  Quick Draw
     [i]Can draw and switch weapons as a free action[/i]
  Endurance
     [i]+4 on endurance based checks and can sleep in light and medium armor[/i]
  
  [b]Equipment:[/b]
  Light: 76 Medium: 153 Heavy: 230
  Current: 94.5lbs
  Currency: 10cp 9sp 1gp .5lb
  [b][i]Tower Shield:[/i][/b] AC:4 Max Dex:2 Armor Check:-10 -2 on Attacks
      [i]A massive shield almost as large as the wielder. 45lbs[/i]
  [b][i]Scale Mail:[/b][/i] AC:4 Max Dex:2 Armor Check:-4
      [i]A coat and leggings of leather covered in overlapping pieces of metal. This ensemble also includes an intimidating leather hood[/i]
  [b][i]Trail Rations[/i][/b](per Day)x4 1lb
  [b][i]Sunrod[/i][/b]x2
      [i]30ft light radius when struck for 6 hours. 1lb[/i]
  [b][i]Backpack[/i][/b]2lbs
   
  
  
  When you update your character, please just update your existing post to cut down on the number of posts in this thread.
  
  Game can be found  http://www.giantitp.com/forums/showt...5#post16490515 
conversations.from: human
conversations.value: schmitendorf: Spoiler 
  
   Character Name: Cade Winklebottom
   Race:  Halfling
   Class:  Rogue/3
   Alignment (and deity):  Neutral Evil (Nerull)
   Character description:  a short scruffy half-ling, he has very short hair, and no distinguishing features. he lives on the street, finding a new place to sleep most nights. he uses his generic appearance to blend in to crowds after stealing. after several years of being bulled and abused by larger thieves and guards, he's come to resent larger creatures, and takes out his anger and frustration on smaller creatures.
  
   HP:  13/13
   AC:  17
   XP:  4500
   Dexterity:4 Size Modifier: 1 
   Touch AC:  15
   Flat-Footed AC:  13
  
   Base Attack Bonus: +2
   Base Grapple Bonus:  -5
   Base Attack Bonus:1 Strength:-1 
   Weapon(s): 
    Dagger   X1
   Attack Bonus:  +8  Damage:  1d3 19-20/x2 Range: 10ft Pierce/Slash
   Small blade, worn out from heavy use. 3lb 
    Throwing Daggers  X6
   Attack Bonus:  +8 Thrown  Damage:  1d3
  
    Sling  
   Attack Bonus:  +8 Ranged  Damage:  1d3
   A simple handmade sling with CW crudely engraved. 
    Alchemist Fire x 5  
   Attack Bonus:  +8 Thrown  Damage:  1d6 + 1d6 if not extinguished(DC15 reflex, full turn) Direct 1 damage nearby targets Range: 10ft Area: 5ft Fire
   Sticky adhesive substance that ignites when exposed to air. 
   Initiative:  +4
   Dexterity:4 
  
  {table=head]Ability|Score|Modifier
  Strength|8|-1
  Dexterity|18|+4
  Constitution|11|+0
  Intelligence|16|+3
  Wisdom|14|+2
  Charisma|16|+3[/table]
  
  {table=head]Save|Class Base|Ability Modifier|Misc. Bonus|Total
  Fort                  |+1  |+0           |+1|+1
  Reflex                |+3  |+4         |+1|+7
  Will                    |+1 |+2           |+1|+3[/table]
  
  Armor Penalty:0
  {table=head]Skills|Ranks|Ability Modifier|Misc. Bonus|Total
  Appraise         |+0|+3|+0|+3
  Balance*         |+6|+4|+0|+10
  Bluff               |+6|+3|+0|+9
  Climb*             |+0|-1|+2|+1
  Concentration   |+0|+0|+0|+0
  Craft              |+0|+3|+0|+3
  Decipher Script|+0|+3|+0|+0
  Diplomacy        |+0|+3|+0|+3
  Disable Device   |+6|+3|+0|+9
  Disguise           |+0|+3|+0|+3
  Escape Artist* |+6|+4|+0|+10
  Forgery           |+0|+3|+0|+3
  Gather Information|+6|+3|+0|+9
  Handle Animal   |+0|+3|+0|+0
  Heal                |+0|+2|+0|+2
  Hide*               |+6|+4|+4|+14
  Intimidate         |+0|+3|+0|+3
  Jump*              |+0|-1|+2|+1
  Knowledge        |+0|+3|+0|+3
  Listen              |+0|+2|+2|+4
  Move Silently*   |+0|+4|+2|+6
  Open Lock        |+6|+4|+2|+12
  Perform            |+0|+3|+0|+3
  Profession         |+0|+2|+0|+2
  Ride                 |+0|+4|+0|+4
  Search             |+6|+3|+0|+9
  Sense Motive     |+0|+2|+0|+2
  Sleight Of Hand*|+6|+4|+0|+10
  Spellcraft          |+0|+3|+0|+3
  Spot                 |+6|+2|+0|+8
  Survival             |+0|+2|+0|+2
  Swim                |+0|-1|+0|-1
  Tumble*            |+6|+4|+0|+10
  Use Magic Device|+0|+3|+0|+3
  Use Rope           |+0|+4|+0|+4
  [/table]
  
   Feats: 
  Nimble Fingers
   +2 bonus on disable devices and Open lock checks 
  Weapon Finesse
   Use dex instead of str for attack rolls with light weapons 
   Special Abilities: 
    Halfling Morale:  
   +2 morale bonus on saving throws against fear, this bonus stacks with the halfling's +1 bonus on saving throws in general 
   Equipment: 
  Light: 19.5 Medium: 39.75 Heavy: 60
  Current: 24.94lbs
  Currency: 5Cp 1Sp 2Gp 34Pp
    Leather Armor:  Ac:2 Max Dex:6 Armor Check:0
   hidden under his clothes, his added protection. 7.5lbs 
    peasants clothes:  
   dirty set of clothes. 2lbs 
    Trail Rations  (per Day)x2 1lb
    Rope, silk(50ft.)   
    One of his most prized possessions, it's a length of silk rope that he has wrapped around his small frame. he has tied all his larger possessions to it 5lbs. 
    Pouch, belt.   x2
   worn pouches that have been tied onto the rope wrapped around his body 
    Grappling hook  4lbs
    Thievies Tools  1lbs
    Flint and Steel  0lbs
    Bullets, sling  X20 0lbs
    Chalk  x5 0lbs
    Amethyst Ring   olbs
   
conversations.from: human
conversations.value: arawra: Ma Character
  
   
   Spoiler 
  
   Character Name:  Dedreth
   Race:  Human
   Class:  Cleric (Nerull) 2 / Human Paragon 1
   Experience:  4500
   Alignment (and deity):  NE Nerull
   Character description:  Black robes cover most of her body, excluding her hands and face wich are tanned lightly. Long red hair drapes behind
  a charming face. Small frame.
  
   HP:  23 / 23
   AC:  20
   Armor:5 Shield:0 Dexterity:2 
   Touch AC:  12
   Flat-Footed AC:  18
  
   Base Attack Bonus: +1
   Base Grapple Bonus:  +2
   Base Attack Bonus:0 Strength:1 
   Weapon(s): 
    Scythe  
   Attack Bonus:  +2,  Damage:  2d4+2 20/x4 Piercing/Slashing
  [b]10 lbs.
  
   Initiative:  +2
   Dexterity:2 
  
  
  
  Armor Penalty:-5
  2 + 2 x 4 + 4 (Human)
  7
  
   Feats: 
   Augment Summoning 
  Your summoned creatures are more powerful than normal. Prerequisite: Spell Focus (conjuration). Benefit: Each creature you conjure with any summon spell gains a
  +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
   Spell Focus (Conjuration) 
  Choose a school of magic, such as illusion. Your spells of that school are more potent than normal. Benefit: Add +1 to the Difficulty Class for all saving throws against
  spells from the school of magic you select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies
  to a new school of magic.
   Fell Animate 
  You can alter a spell that deals damage to foes. Any living creature that could normally be raised as a zombie and that does not possess more than double your Hit Dice,
  when slain outright by a fell animated spell, rises as a zombie under your control at the beginning of your next action. Even if you kill several creatures with a single
  fell animated spell, you can't create more Hit Dice of undead than twice your caster level. The standard rules for controlling undead (see animate dead, page 198 of the
  Player's Handbook) apply to newly created undead gained through this metamagic feat. A fell animated spell uses up a spell slot three levels higher than the spell's actual
  level.
  
   Equipment: 
  Light: 66 Medium: 133 Heavy: 200
  Current: 66.5 lbs.
  Currency: 2cp 7sp 545gp .5lb
  various gems
  
    Chain Mail:   AC:5 Max Dex:2 Armor Check:-5 40 lbs.
   This armor is made of interlocking metal rings. Itincludes a layer of quilted fabric worn underneath to prevent chaf-ing and to cushion the impact of blows. Several layers of mail are
  hung over vital areas. Most of the armor’s weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. The suit includes gauntlets 
    Bracers of Armor +2  
    Ring of Protection +1  
    Backpack  2 lbs.
  
    Spell component pouch   2 lbs.
  
  6   Rations   6 lbs.
  6   Torches   6 lbs.
  
  Black Robe
  Crimson Red Robe
  
    Divine Focus - Femur bone  
   Abilities 
  
  Rebuke Undead
  Adaptive Learning (Ex) (Bluff)
   At 1st level, a human paragon can designate any one of his human paragon class skills as an adaptive skill. This skill is treated as a class skill in all re-
  spects for all classes that character has levels in, both current and future. For example, if a human paragon chooses Spot as an adaptive skill, he treats Spot
  as a class skill for all future class levels he gains, even if it is not normally a class skill for the class in question.
   
   Domains 
  Evil
   You cast evil spells at +1 caster level. 
  Deathbound (Libris Mortis)
   Your limit for controlling undead animated with spells increases to three times your caster level instead of the normal two times caster level. 
   Spells 
   Spells Prepared 
    Create Water  
   Conjuration (Creation) [Water]
  Level: Clr 0, Drd 0, Pal 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Up to 2 gallons of water/level
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area
  three times as large—possibly creating a downpour or filling many small recep-tacles.
  Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8
  gallons and weighs about 60 pounds.
   
    Detect Magic x2  
  [i]Divination
  Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped emanation
  Duration: Concentration, up to 1
  min./level (D)
  Saving Throw: None
  Spell Resistance: No
  You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magi-cal auras.
  2nd Round: Number of different magical auras and the power of the most potent aura.
  3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the
  school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.) Magical areas, multiple types of magic,
  or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level.
  If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates (in the
  case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indi-cates an aura strength of dim (even weaker
  than a faint aura). How long the aura lingers at this dim level depends on its original power:
  Faint - 1d6 rounds
  Moderate - 1d6 minutes
  Strong - 1d6x10 minutes
  Overwhelming - 1d6 days
  Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell
  can pene-trate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency
  spell. 
    Guidance  
  Divination
  Level: Clr 0, Drd 0
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 minute or until discharged
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes
  This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use
  the bonus before making the roll to which it applies. 
    Magic Weapon  
   Transmutation
  Level: Clr 1, Pal 1, Sor/Wiz 1, War 1
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Touch
  Target: Weapon touched
  Duration: 1 min./level
  Saving Throw: Will negates (harmless,
  object)
  Spell Resistance: Yes (harmless, object)
  Magic weapon gives a weapon a +1 en-hancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.) You can’t
  cast this spell on a natural weapon, such as an unarmed strike (in- stead, see magic fang). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.
   
    Summon Undead I  
   
  Conjuration (Summoning) [Evil]
  Level: Blackguard 1, cleric 1, dread necromancer 1, sorcerer/wizard 1
  Components: V, S, F/DF
  Casting Time: 1 round
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: One summoned creature
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  This spell functions like summon monster I (see page 285 of the Player’s Handbook ), except that you summon an undead creature. Summon undead I
  conjures one of the creatures from the 1st-level list in the Summon Undead table at right. You choose which creature to summon, and you can change that
  choice each time you cast the spell. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead, plague of
  undead, or other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level +1.
  Focus: A tiny bag, a small candle (not lit), and a carved bone from any humanoid.
  Note: The descriptions of the summon undead spells presented here supersede earlier published descriptions.
   
    Lesser Vigor  
   Conjuration (Healing)
  Level: Cleric 1, druid 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living creature touched
  Duration: 10 rounds + 1 round/level (max 15 rounds)
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  With a touch of your hand, you boost the subject’s life energy, granting him or her the fast healing ability for the duration of the spell. The subject heals 1 hit point per round
  of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Leessor vigor does not restore hit points lost
  from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple vigor spells do not stack;
  only the highest-level effect applies. Applying a second vigor spell of equal level extends the fi rst spell ’ s duration by the full duration of the second spell.
   
    Chill of the Grave  
   Necromancy
  Level: Deathbound I
  Components: V, S
  Casting Time: 1 standard action
  Range: Close 25ft + 5ft/2lvls
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  Ranged touch attack that deals 1d10 cold damage + 1d10 for every three caster levels after first.
   
   Kill Count: 
  III
  
  
  Loot from Mage's Store:
  
  Wearing - Bracers of Armor +2
  Wearing - Ring of Protection +1
  Bryce - +2 Quarterstaff
  
  Bryce - Potions:
  Cure Moderate Wounds
  Cat's Grace
  Fox's Cunning
  Cure Light Wounds (x2)
  Potion of Blur
  Bear's Endurance
  
  Ship - Srolls:
  1 scroll (ventriliquism, chill touch, hold portal)
  1 scroll (charm monster)
  
  Bryce - Spellbook
  Wand of Levitate
   
conversations.from: human
conversations.value: Justin King: Spoiler 
  
   Character Name:  Prince Caliban
   Race:  Half Ellf
   Class:  Bard/1
   Alignment (and deity):  Chaotic Good (Celestian)
   Character description:  Though not actually a prince, Caliban refers to himself as a prince, because after he left the Merchant Caravan of his mother's family, he felt he was beholden to none.  He does not use the name for entitlement, it's intended in a more playful manner.  He is good natured and a natural storyteller. He can walk into a tavern and drink all night for free, all while gathering information. He enjoys telling stories that he swears are true, but no one believes. But they are typically so entertaining, no one cares that he's lying.
  Physically, he is long and lean, hitting the taller end of the half elf scale. Standing about 5'10" and weighing in at about 165 lbs.  He has the soft skin of an elf, but with the sunkissed tan of a desert dweller. His hair was agt one time black, but has since become a sunbleached brown.
  Typically seen wearing light, airy, blue cotton clothing of a desert dweller with the only armor visible being a leather breastplate. Round that out with brown riding boots, and a white silk sash with a scimitar stuck through.  He is quite proud of his horsemanship and is usually riding a white Arabian type horse.
   HP:  7/7
   AC:  14
   Armor:2 Shield:0 Dexterity:6 
   Touch AC:  12
   Flat-Footed AC:  12
  
   Base Attack Bonus: +0
   Base Grapple Bonus:  +0
   Base Attack Bonus:0 Strength:0 
   Weapon(s): 
    Scimitar  
   Attack Bonus:  +0,  Damage:  1D6 18/20x2 TH 0 slash
   a little of a curiosity in the cities, a one handed sword with a great curved blade.  very pretty to look at, but equally deadly in combat. 4 lbs. 
   Initiative:  +2
   Dexterity:+2 
  
  {table=head]Ability|Score|Modifier
  Strength|11|+0
  Dexterity|14|+2
  Constitution|13|+1
  Intelligence|14|+2
  Wisdom|10|+0
  Charisma|18|+4[/table]
  
  {table=head]Save|Class Base|Ability Modifier|Misc. Bonus|Total
  Fort|+0|+0|+0|+0
  Reflex|+2|+2|+0|+4
  Will|+2|+0|+2|+4[/table]
  
  Armor Penalty:-0
  {table=head]Skills|Ranks|Ability Modifier|Misc. Bonus|Total
   Appraise|+3|+2|+0|+5
   Balance*|+0|+2|+0|+2
   Bluff|+0|+4|+0|+4
   Climb*|+0|+0|+0|+0
   Concentration|+0|+1|+0|+1
   Craft|+0|+0|+0|+0
   Decipher Script|+1|+2|+0|+3
   Diplomacy|+3|+4|+2|+9
   Disable Device|+0|+0|+0|+0
   Disguise|+0|+4|+0|+4
   Escape Artist*|+0|+2|+0|+2
   Forgery|+0|+2|+0|+2
   Gather Information|+3|+4|+2|+9
   Handle Animal|+0|+0|+0|+0
   Heal|+0|+0|+0|+0
   Hide*|+0|+2|+0|+2
   Intimidate|+0|+4|+0|+4
   Jump*|+0|+0|+0|+0
   Knowledge/History|+2|+2|+0|+4
   Knowledge/Architecture&amp;Engineering|+2|+2|+0|+4
   Knowledge/Geography&amp;Cartography|+2|+2|+0|+4
   Listen|+3|+0|+1|+4
   Move Silently*|+0|+2|+0|+2
   Open Lock|+0|+0|+0|+0
   Perform/Oration |+3|+4|+0|+7
   Profession/Scribe |+2|+0|+0|+2
   Ride|+2|+2|+0|+4
   Search|+0|+0|+1|+1
   Sense Motive|+0|+0|+0|+0
   Sleight Of Hand*|+0|+0|+0|+0
   Spellcraft|+1|+2|+0|+3
   Spot|+0|+0|+1|+1
   Survival|+0|+0|+0|+0
   Swim|+0|+0|+0|+0
   Tumble*|+0|+0|+0|+0
   Use Magic Device|+3|+4|+0|+7
   Use Rope|+0|+2|+0|+2[/table]
   Feats: 
  Martial Weapons Proficiency-Scimitar
   Can wield Scimitar with no penelty 
   spells: 
  Level 0- Detect Magic, Read Magic, Message, Open/Close
  
  
   Race Abilities: 
  Lowlight Vision
  Elven Blood
  Immunity to sleep and similar effects
  +2 to saves vs. charm related spells and effects
  +1 listen/search/spot, +2 diplomacy/gather info
  
   Class Abilities: 
  Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1,Bardic spell casting
  
   Equipment: 
  Light: 38 Medium: 78 Heavy: 115
  Current: 20 lbs.
  Currency: 151 gold
    Leather Armor:   AC:8 Max Dex:6 Armor Check:0
   Stylized leather armor woth mostly only a breastplate showing Wgt:15 lbs 
  [b] Scimitar: Wgt:4lbs. [b]
    belt pouch:wgt1/2 lb  
    white Riding Horse:
  riding saddle   Wgt: 25lbs
  saddle bags    Wgt: 8lbs
  bed roll    Wgt: 5lbs
  Wineskin Wgt: 4 lbs (x2)
  Common lamp Wgt: 1lb.
  2 vials ink, 5 sheets parchment  
   