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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
Height
Weight
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Hair
Ability
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REFLEX
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WILL
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RANGED
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Special Properties
Ammunition
Weight
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Damage
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Range
Special Properties
Ammunition
Weight
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Type
Armor/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
Shield/Protective Item
Type
AC Bonus
Check Pen
Max Dex
Special Properties
Weight
Spell Fail
Speed
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Max Rank
Skills
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Key
Ab
CC
Skill
Mod
Ab
Mod
Rank
Misc
Mod
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Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
Save
DC
LEVEL
Spells
/Day
Bonus
Spells
0
0
1st
2nd
3rd
4th
5th
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9th
Spells & Powers
Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
1st
2nd
3rd
4th
5th
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Spell/Power Name
# Cast
/Mem
Spell/Power Name
# Cast
/Mem
Psionics
Manifester
Level
Key
Ability
Base
Bonus
Max
Current
Currency
1 pp 2 gp 9 sp 9 cp
Languages
Description
Lear is short and fit. His head is razor shaved, compared to the wavy brown mullet he used to sport. Both arms are covered in tattoos, his right one has a cobra snake wrapping down it. These were taken up as part of his disguise. He wears fancy alligator skin boots, which he takes good care of. His eyes are blue and his eyebrows brown. He has angular features on a tan skin. He favors greens and browns in clothing, perhaps because of his like of the outdoors. His studded leather armor is a light brown with dark, non-reflective iron studs.
Personality
Lear is quick and aggressive. He tends to act quickly, without thinking in aggressive manners. He makes all his decisions quickly, including bad ones. He tends to think he is right and requires others to earn his respect. He will make excuses if ever pressed about being wrong. He sticks to his own code, which boils down to don't tread on me, as depicted in the snake tattoo down his left arm. He likes to keep things light, including his load and responsibilities, as well as the general mood.
Character Traits
This broad leather belt is studded with three moonstones. +2 Healing bonus while wearing. Belt has 3 charges which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch (can be used to harm undead) 1 charge: 2d8 2 charges: 3d8 3 charges: 4d8 Price: 750gp Body Slot: Waist
Character Flaws
Aggressive Quick to make decisions
Contacts / Friends
GROUP A Noobie - Efflouresce - female - half elf - cleric Waicokid - Ailor - male - Halfling - Bard Betraying - Kiluran (aka Hunter) - male - wood elf - ranger
Enemies
Dimension Stride Boots While wearing dimension stride boots, you gain a +2 competence bonus on Jump checks. This is a continuous effect and requires no activation. In addition, the boots have 5 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to teleport a short distance (with no chance of error). You must have line of sight and line of effect to your destination. You can't use the boots to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the boots' activation is wasted. You can bring along objects weighing up to your maximum load, but you can't bring other creatures. 1 charge: Teleport 20 feet. 3 charges: Teleport 40 feet. 5 charges: Teleport 60 feet
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=207561][B][SIZE=+1]Lear [/SIZE][/B][/URL] Male Lawful Neutral human Scout, [B]Level[/B] 6, [B]Init[/B] +7, [B]HP[/B] 48/48, [B]Speed[/B] 40 [B]AC[/B] 17, [B]Touch[/B] 12, [B]Flat-footed[/B] 17 UncannyDodge, [B]Fort[/B] +7, [B]Ref[/B] +8, [B]Will[/B] +5, [B]Base Attack Bonus[/B] 4, [B]Action Points[/B] 8/8 [B] orc masterwork obsidian tipped shortspear (4 short spears) [/B] +7 (1d6+2, 20/x2) [B] orc masterwork dagger [/B] +7 (1d4+2, 19-20/x2) [B]two hands +1 damage orc masterwork heavy mace or masterwork orc spear with obsidian tip (2 spears) [/B] +7 (1d8+2, 20x2(x3spear)) [B] Mithril Shirt +1[/B] (+5 Armor, +2 Dex) [B]Abilities[/B] Str 14, Dex 15, Con 16, Int 16, Wis 14, Cha 12 [B]Condition[/B] None [b]Skirmish +1 AC (2d6 damage), Improved Skirmish +3 AC (4d6 damage)[/b] [b]Special:[/b] evasion, uncanny dodge, trackless step, flawless stride [i][b]Items of note:[/i][/b] Magic Boots: 5 / 5 charges per day Healing Belt: 3/3 charges per day Potions: CMW x3, CLW x1 Daylight Pelets: 10 [spoiler=NPC Lear]Lear always tries to move 10 feet for skirmish, 20 if possible for improved skirmish, unless he is holding a line. Skimish grants 2d6 damage within 6 squares, and +1 AC Improved Skirmish grants 4d6 damage within 6 squares and +3 AC Lear like to use thrown weapons (spear, axe, daggers) staying mobile and within 6 squares for point blank and skirmish. Though he isn't afraid to hold the line if needed, using his orc masterwork mace. Once out of thrown weapons go to the mace up close or the bow. When facing tough opponents who keep closing distance with him, tumble at least for 10 feet to keep flanking while pounding away with the mace with two hands. He'll use his bow against opponents it is not safe to engage in melee. He doesn't have precise shot, so he tries to target non-melee-engaged enemies. If Effie goes down, he'll use his boots to teleport to her and feed her a healing potion, unless someone else already seems to be taking care of her. [/spoiler]
Condition and Effects
Additional Information
[b]Skirmish +1 AC (2d6 damage), Improved Skirmish +3 AC (4d6 damage)[/b] [b]Special:[/b] evasion, uncanny dodge, trackless step, flawless stride [i][b]Items of note:[/i][/b] Magic Boots: 5 / 5 charges per day Healing Belt: 3/3 charges per day Potions: CMW x3, CLW x1 Daylight Pelets: 10 [spoiler=NPC Lear]Lear always tries to move 10 feet for skirmish, 20 if possible for improved skirmish, unless he is holding a line. Skimish grants 2d6 damage within 6 squares, and +1 AC Improved Skirmish grants 4d6 damage within 6 squares and +3 AC Lear like to use thrown weapons (spear, axe, daggers) staying mobile and within 6 squares for point blank and skirmish. Though he isn't afraid to hold the line if needed, using his orc masterwork mace. Once out of thrown weapons go to the mace up close or the bow. When facing tough opponents who keep closing distance with him, tumble at least for 10 feet to keep flanking while pounding away with the mace with two hands. He'll use his bow against opponents it is not safe to engage in melee. He doesn't have precise shot, so he tries to target non-melee-engaged enemies. If Effie goes down, he'll use his boots to teleport to her and feed her a healing potion, unless someone else already seems to be taking care of her. [/spoiler]
Other Notes
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Lear has formal military training and excelled as a forward scout in training. However, in the field he was far too aggressive and often engaged instead of reporting back. After several incidents in which few survived, he was courtmartialed. He escaped the gallows and fled, changing his appearance drastically and adopting a very tough, outlaw look. He travelled as far as he could away, which brings him to South Ovoirae. He left behind a farming family where he was the middle child. An older brother and younger sister. His father always did well and shouldn't miss his help, which is why he had joined the militia. He misses them, but not enough to risk the gallows. His little sister knows where he headed, in case there is an emergency, and wouldn't betray him lightly. Lear is his middle name and he goes by only it now. Scott Lear Thatcher is his real name. Lear got the daylight pellets and potion off of the dead La-Ron. He got another potion and 3 pellets from the elves gear.