I used the generator to do level up. I also included the javelins and didn't spend anything.
Character: Krusten
Player: Krusten
Classes: fighter
Level: 2
Race: human
Alignment: Lawful Good
Experience 1000
Religion: none
Experience: 0
Hit Points: 15 / 15
AC: 15
Base Attack Bonus: +2
Gold: 67
Dog: Source 3
Strength: 15 +2
Dexterity: 12 +1
Constitution: 13 +1
Intelligence: 12 +1
Wisdom: 12 +1
Charisma: 14 +2
Fortitude: 4
Reflex: 1
Will: 1
Initiative: 1
Melee: 4
Ranged: 3
Skills:
climb 4 + 2 = 6
handle animal 4 + 2 = 6
intimidate 4 + 2 = 6
jump 4 + 2 = 6
swim 4 + 2 = 6
Feats/Specials:
armor proficiency light
armor proficiency medium
armor proficiency heavy
exotic weapon proficiency
martial weapon proficiency
shield proficiency
simple weapon proficiency
tower shield proficiency
Equipment:
Greatsword 2d6 (1)
Javelin 1d6 (4)
Scale Mail +4 (1)
Backpack 2lb (1)
Grappling hook 4lb (1)
Rations 1lb (5)
Rope (50ft) 5lb (1)
Soap 1lb (1)
Tent 20lb (1)
Waterskin 4lb (1)
Guard dog (1)
Languages:
Common
Elven
Character: Jerad Spellfriendly Player: Tical
Classes: Sorcerer Level: 1
Race: elf Alignment: chaotic good
Religion: Corellon Larenthian Experience: 0
Hit Points:5 Base Attack Bonus: 0
Strength: 7 Fortitude: 0 + 1 = 1
Dexterity: 14 Reflex: 0 + 2 = 2
Constitution: 13 Will: 2+ 0 = 2
Intelligence: 16 Initiative: 2 + 0 = 2
Wisdom: 10 Melee: 0 + -2 + 0 = -2
Charisma: 11 Ranged: 0 + 2 + 0 = 2
Money: pp - gp - 23 sp - 7 Armor Class: 2 + 10 + 0 = 12
Skills:
appraise 2 + 3 = 5
bluff 2 + 0 = 2
concentration 3 + 1 = 4
craft 3 + 3 = 6
knowledge arcana 3 + 3 = 6
listen 2 + 0 = 2
profession 2 + 0 = 2
search 2 + 3 = 5
spellcraft 3 + 3 = 6
spot 2 + 0 = 2
Immune to sleep
Equipment:
Quarterstaff 1d6 (1)
Sling 1d4 (1)
Bullets, sling (10)
Backpack 2lb (1)
Bedroll 5lb (1)
Blanket 3lb (1)
Bottle (1)
Candle (10) (1)
Chalk (10) (1)
Fishhook (1)
Ink (1)
Inkpen (1)
Lamp 1lb (1)
Oil 1lb (1)
Parchment (3)
Pouch, belt 3lb (1)
Rations 1lb (1)
Rope (50ft) 5lb (1)
Tent 20lb (1)
Vial (3)
Waterskin 4lb (1)
Acid flask 1lb (1)
Scholar's outfit 6lb (1)
Feats/Specials:
combat casting
simple weapon proficiency
Summon familiar
Languages:
Common
Elven
Gnome
Goblin
Orc
Sorcerer Spells
Acid Splash -- 0
Read Magic -- 0
Prestidigitation -- 0
Detect Magic -- 0
Sleep -- 1
Magic Missle -- 1
Sorry I didn't see your post earlier Tical. I have been busy with schoolwork and I guess just forgot to check it.
Your character is checked and you are ready for gameplay.
You will start in a small tavern in the desert town of Cartetha. The local talk is mostly about the caravan that is in town. You also manage to hear that the garrison is sorely undermanned.
Character: Eleck
Player: Joshua
Classes: Rogue
Level: 1
Race: halfling
Alignment: chaotic good
Religion: Fharlanghn
Experience: 0
Hit points: 8
Base Attack Bonus: 1
Strength: 12 (+1)
Dexterity: 18 (+4)
Constitution: 14 (+2)
Intelligence: 10
Wisdom: 11
Charisma: 12 (+1)
Fortitude: 3
Reflex: 7
Will: 1
Initiative: 4
Melee: 2
Ranged: 5
Money: 33 gp 9 sp
Armor Class: 17
Skills:
balance 2 + 3 = 5
climb 4 + 1 = 3
disable device 4 + 0 = 4
escape artist 6 + 4 = 10
forgery 3 + 0 = 3
hide 4 + 5 = 5
jump 5 + 1 = 4
move silently 6 + 6 = 10
open lock 4 + 7 = 11
spot 4 + 0 = 4
tumble 4 + 8 = 12
Equipment:
Dagger 1d4 (5)
Crossbow, light 1d8 (1)
Bolts (10) (8)
Sword, short 1d6 (1)
Leather +2 (1)
Backpack 2lb (1)
Bedroll 5lb (1)
Flint/steel (1)
Explorer's outfit 8lb (1)
Feats/Specials:
agile
armor proficiency light
simple weapon proficiency
Sneak attack
Trapfinding
Languages:
Common
Halfling
Your character is approved and ready for play Joshua.
You will start in a small tavern in the desert town of Cartetha. The local talk is mostly about the caravan that is in town. You also manage to hear that the garrison is sorely undermanned.
Greetings GM Gunner,
I would like to join in on the adventure if it is still possible. Below is a character I created with the character creator, it is a halfling ranger.
Thank you for the opportunity!
Character:Twill Fleetfoot
Player: Bob
Classes: Ranger
Level: 1
Race: Hafling
Alignment: Lawful Nuetral
Religion: Yondalla
Experience: 0
Strength:14 Fortitude: 3 + 2 = 5
Dexterity:19 Reflex: 3+4 = 7
Constitution: 14 Will: 1 + 3 = 4
Intelligence: 13 Initiative: 4 + = 4
Wisdom: 16
Charisma: 11
Hit Points:10
Armor Class: 5 + 10 +3 = 18
Base Attack Bonus: 2
Melee: 2+2+0= 4
Ranged: 2+4+0= 6
Skills:
climb 6 + 2 = 6
handle animal 2 + 0 = 2
hide 6 + 3 = 5
jump 2 + 2 = 2
knowlege nature 2 + 1 = 3
listen 2 + 3 = 5
move silently 4 + 4 = 6
search 4 + 1 = 5
spot 4 + 3 = 7
survival 4 + 3 = 7
use rope 2 + 5 = 7
Equipment:
Money: pp - gp -23 sp - 9
Armor:
Studded leather +3 (1)
Shield, small, wood +1 (1)
Weapons:
Dagger 1d4 (1)
Sword, short 1d6 (1)
Shortbow, composite 1d6 (1)
Arrows (20) (1)
Misc:
Backpack 2lb (1)
Bedroll 5lb (1)
Flint/steel (1)
Rope (50ft) 5lb (1)
Waterskin 4lb (1)
Whetstone 1lb (1)
Feats/Specials:
armor proficiency light
martial weapon proficiency
point blank shot
shield proficiency
simple weapon proficiency
Favored enemy
Track, wild empathy
Languages:
Common
Halfling
Orc
Edited: grindle on 12th Sep, 2011 - 4:59pm
Hello grindle, your character is good and approved for play.
You will start in a small tavern in the desert town of Cartetha. The local talk is mostly about the caravan that is in town. You also manage to hear that the garrison is sorely undermanned.
Character name: Caldric Aeo
Player: Harry T
Class: Rouge (level 1)
Race: Human
Alignment: Chaotic Good
Exp: 0
Strength: 12 (+1)
Dexterity: 15 (+2)
Constitution: 13 (+1)
Wisdom: 10
Intelligence: 10
Charisma: 14 (+2)
HP: 7
AC: 14 (Base 10 + 2AC + 2DEX)
Speed: 30ft
Touch AC: 12
Flat footed: 12
Initiative: +6 (2 DEX + 4 MISC)
Fortitude: 1 (1CON)
Reflex: 4 (Base 2 + 2DEX)
Will: 0
BAB: 0
Spell Resistance: 0
Grapple: 1 (1STR)
Attack 1
Light Crossbow (1d8)
Attack roll: +2
Critical: 19-20(x2)
Attack 2
Dagger (1d4+1)
Attack roll: +1
Critical: 19-20(x2)
Skills (total = modifier + ranks + misc)
Balance (dex) 2 = 2 + 0 + 0
Bluff (cha) 6 = 2 + 4 + 0
Climb (str): 1 = 1 + 0 + 0
(cc)Concentration (con): 1 = 1 + 0 + 0
Diplomacy (cha): 2 = 2 + 0 + 0
Disable Device (int): 2 = 0 + 2 + 0
Disguise (cha): 8 = 2 + 6 + 0
Escape Artist (dex): 2 = 2 + 0 + 0
Forgery (int): 2 = 0 + 2 + 0
Gather Information (cha): 6 = 2 + 4 + 0
(cc)Handle Animal (cha): 2 = 2 + 0 + 0
Hide (dex): 6 = 2 + 4 + 0
Intimidate (cha): 2 = 2 + 0 + 0
Jump (str): 1 = 1 + 0 + 0
Knowledge (local) (int): 2 = 0 + 2 + 0
Move Silently (dex): 6 = 2 + 4 + 0
Open Lock (dex): 6 = 2 + 4 + 0
Perform (cha) 2 = 2 + 0 + 0
(cc)Ride (dex): 2 = 2 + 0 + 0
Search (int): 2 = 0 + 2 + 0
Sense Motive (wis): 2 = 0 + 2 + 0
Sleight of Hand (dex): 2 = 2 + 0 + 0
Spot (wis): 4 = 0 + 4 + 0
Swim (str): 0 = 1 + 0 + 0 (VOLUNTARILY SET TO 0 AS PART OF CHARACTER)
Tumble (dex): 2 = 2 + 0 + 0
Use Magic Device (cha): 2 = 2 + 0 + 0
Use Rope (dex): 2 = 2 + 0 + 0
Feats
Improved Initiative
Deceitful
Armour Proficiency (Light)
Rouge Abilities
Sneak Attack (+1d6)
Trap Finding
Equipment
Backpack (2lb)
Winter Blanket (3lb)
Bedroll (5lb)
Light Crossbow (4lb)
Explorers outfit (8lb)
Flint & Steel (0lb)
Leather Armor (15lb)
Hemp Rope (50ft - 10lb)
Water skin (4lb)
50 Crossbow bolts (5lb)
Dagger (1lb)
Fishhook (0lb)
Grappling hook (4lb)
4x Daily Rations (4lb)
Tent (10lb)
total weight: 75lb (medium load)
Cash: 5GP
Appearance, Traits + Disadvantages
Caldric stands at an impressive height of six foot with muddy blonde hair and deep blue eyes. Across the left side of his face, extending down from the inner corner of his eye to the lip of his mouth, is a large scar. A left over from a bar fight he should never have entered.
Caldric has a great fear of water relating back to his childhood. He cannot swim and panics when near all but the shallowest pond.
Despite his chosen career Caldric sees himself as a sort of 'thief with honor', he would never steal from the needy and mostly preys on wealthy caravan merchants who can easily afford the loss. Tied in with this, part of his earning frequently find their way into the hands of beggars and the local poor community whenever he goes.
Caldric refuses to be involved with any thieves guilds, viewing them as corrupt bastions for robber barons to make a fortune extorting money from those who have none and will often go to great lengths to upset the local thieves with his 'freelance' operations.
Caldric always carries his supplies with him just in case he needs to make a quick get away and will never 'leave behind' anything that he owns.
History
In-spite of himself Caldric chose the life of a thief. He was born to a caravan guard and his young wife yet from being relatively young he had no interest in the more noble careers available to such a low born individual. Instead he spent his youth frittering between various 'gangs' of trouble makers on whatever caravan his father was guarding. As much as Caldric was a trouble maker he did have his redeeming moments. He took to heart the lessons of his father that violence is not the only way to solve a problem, something that has fared him well into his adult life.
He, slowly, learned the Orcish tongue and their customs. His knowledge of them and their ways has often prevented attacks on their caravan as Caldric was able to negotiate safe passage with the native tribes. Since he reached adulthood Caldric has continued to have good relations with various Orc tribes and has attempted (mostly unsuccessfully) to mediate between towns and tribes to prevent bloodshed.
His adult years have been spent drifting from one town to another stealing what he needed to survive and signing on with caravans to escape from local justice. He has become quite proficient with a dagger and crossbow from his various forced escapes from town.
Caldric's greatest mistake was in stealing from a corrupt local guard chief in one of the larger cities on the continent. Since then he has been hunted and chased across the desert by his agents in an attempt to 'bring a master criminal to justice'.
Goals
Caldric seemingly has one goal, the accumulation of wealth. Though this goal often gets substituted with simple 'survival' when he gets himself into trouble or indeed 'helping others' when the going is good.