Post by Admin on Aug 15, 2013 4:22:46 GMT
[Note: This character probably won't appear in the game, but it is an example of a handy template to use.]
Concept: A former merchant’s apprentice trying to do good.
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Admin: Approved.
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Giovanni Marino
Male Human Rogue 1
Neutral Good
Representing DMPC
Strength 10 (+0)
Dexterity 18 (+4)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 12 (+1)
Charisma 8 (-1)
Size: Medium
Height: Average
Build: Average
Eyes: Green
Hair: Dark Brown Straight; Clean Shaven
Skin: Light
Favored Outfit: Clad in a green and blue robe with the hood up, and leather armor underneath.
Total Hit Points: 10
Speed: 30 feet
Armor Class: 17 = 10 + 2 [leather] + 4 [dexterity] + 1 [dodge]
Touch AC: 15
Flat-footed: 12
Initiative modifier: + 4 = + 4 [dexterity]
Fortitude save: + 1 = 0 [base] + 1 [constitution]
Reflex save: + 6 = 2 [base] + 4 [dexterity]
Will save: + 1 = 0 [base] + 1 [wisdom]
Attack (handheld): + 0 = 0 [base]
Weapon Finesse: + 4 = 0 [base] + 4 [dexterity]
Attack (missile): + 4 = 0 [base] + 4 [dexterity]
Combat Maneuver Bonus: + 0 = 0 [base]
Combat Maneuver Defense: + 14 = 10 + 0 [base] + 4 [dexterity]
Languages: Common, Italian, Latin
Weapons:
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing or slashing]
Sap [1d6 nonlethal, crit x2., 2 lb., light, bludgeoning]
Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
Hand Crossbow [1d4, 19-20/x2, range incr 30 ft., 2 lb., piercing]
Leather armor [light; + 2 AC; max dex + 6; check penalty 0 15 lb.]
Feats: Dodge (+1 dodge bonus on AC), Weapon Finesse
Skills: Acrobatics +8, Appraise +2, Bluff +3, Climb +4, Disable Device +5, Escape Artist +8, Knowledge (local: Italy) +6, Perception +5, Profession (Sailor) +1, Sense Motive +5, Stealth +8, Survival +1, Swim +4
Rogue: Sneak Attack +1d6, Trapfinding +1
Giovanni Marino's Equipment: Backpack, flint/steel, grappling hook, rope, thief gear, waterskin, rations, various personal gear and other supplies
Background: Giovanni Marino was born in a small fishing village on the Adriatic Sea. Various merchants would often pass through the town, hawking wares from foreign places. Many of the townsfolk died in the same place they lived, but Giovanni did not care to join them. He snuck away with a merchant caravan, eager to see more of the world than just his isolated home. An older and childless merchant, Dante De Luca, hired him as an assistant to compensate for his failing senses. Dante taught the boy to read to assist with balancing his accounts, as well as instructing him in various ways to fight dirty (to better protect his investments). Giovanni proved an apt pupil, picking up the lessons quickly and even inventing some labor-saving devices.
It was in Venice that Dante sent Giovanni on a particularly long voyage towards Sicily, to ensure a cargo of spices was not lost or stolen. While the voyage encountered pirates and rough seas, Giovanni ensured the deal was done. Upon his return, however, he had found Dante had died poor, alone and unmourned, after a swindler duped the elderly merchant. While Giovanni tried (and failed) to hunt the con man, he began to ruminate on why his adoptive parent had few real friends. He donates some of his money to a local orphanage, hiring a tutor to instruct the children to write and read. While Dante died alone in poverty, Giovanni desired to leave a more enduring legacy behind. He began donations to a local orphanage, as well as patronage to local artisans, as a means to this end. He does keep some of course, as a means to ensure he can continue his lifestyle.
Concept: A former merchant’s apprentice trying to do good.
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Admin: Approved.
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Giovanni Marino
Male Human Rogue 1
Neutral Good
Representing DMPC
Strength 10 (+0)
Dexterity 18 (+4)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 12 (+1)
Charisma 8 (-1)
Size: Medium
Height: Average
Build: Average
Eyes: Green
Hair: Dark Brown Straight; Clean Shaven
Skin: Light
Favored Outfit: Clad in a green and blue robe with the hood up, and leather armor underneath.
Total Hit Points: 10
Speed: 30 feet
Armor Class: 17 = 10 + 2 [leather] + 4 [dexterity] + 1 [dodge]
Touch AC: 15
Flat-footed: 12
Initiative modifier: + 4 = + 4 [dexterity]
Fortitude save: + 1 = 0 [base] + 1 [constitution]
Reflex save: + 6 = 2 [base] + 4 [dexterity]
Will save: + 1 = 0 [base] + 1 [wisdom]
Attack (handheld): + 0 = 0 [base]
Weapon Finesse: + 4 = 0 [base] + 4 [dexterity]
Attack (missile): + 4 = 0 [base] + 4 [dexterity]
Combat Maneuver Bonus: + 0 = 0 [base]
Combat Maneuver Defense: + 14 = 10 + 0 [base] + 4 [dexterity]
Languages: Common, Italian, Latin
Weapons:
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing or slashing]
Sap [1d6 nonlethal, crit x2., 2 lb., light, bludgeoning]
Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
Hand Crossbow [1d4, 19-20/x2, range incr 30 ft., 2 lb., piercing]
Leather armor [light; + 2 AC; max dex + 6; check penalty 0 15 lb.]
Feats: Dodge (+1 dodge bonus on AC), Weapon Finesse
Skills: Acrobatics +8, Appraise +2, Bluff +3, Climb +4, Disable Device +5, Escape Artist +8, Knowledge (local: Italy) +6, Perception +5, Profession (Sailor) +1, Sense Motive +5, Stealth +8, Survival +1, Swim +4
Rogue: Sneak Attack +1d6, Trapfinding +1
Giovanni Marino's Equipment: Backpack, flint/steel, grappling hook, rope, thief gear, waterskin, rations, various personal gear and other supplies
Background: Giovanni Marino was born in a small fishing village on the Adriatic Sea. Various merchants would often pass through the town, hawking wares from foreign places. Many of the townsfolk died in the same place they lived, but Giovanni did not care to join them. He snuck away with a merchant caravan, eager to see more of the world than just his isolated home. An older and childless merchant, Dante De Luca, hired him as an assistant to compensate for his failing senses. Dante taught the boy to read to assist with balancing his accounts, as well as instructing him in various ways to fight dirty (to better protect his investments). Giovanni proved an apt pupil, picking up the lessons quickly and even inventing some labor-saving devices.
It was in Venice that Dante sent Giovanni on a particularly long voyage towards Sicily, to ensure a cargo of spices was not lost or stolen. While the voyage encountered pirates and rough seas, Giovanni ensured the deal was done. Upon his return, however, he had found Dante had died poor, alone and unmourned, after a swindler duped the elderly merchant. While Giovanni tried (and failed) to hunt the con man, he began to ruminate on why his adoptive parent had few real friends. He donates some of his money to a local orphanage, hiring a tutor to instruct the children to write and read. While Dante died alone in poverty, Giovanni desired to leave a more enduring legacy behind. He began donations to a local orphanage, as well as patronage to local artisans, as a means to this end. He does keep some of course, as a means to ensure he can continue his lifestyle.