Basic Information
Aedger Beinn

Aedger Beinn


      Race: Aasimar
     Class: Undead Lord (Cleric Archetype)
     Level: 1 (Xp for 2)
Experience: 0
 Alignment: N
 Languages: Common, Northern Isle, Draconic, Celestial
     Deity: Teg-Natha & Teg-Selen (N)(A less worshiped
            pair of deities promoting inclusive
            communities and kinship between all
            creatures, including the undead)
First Seen: Dunn Wright Inn
  Location: Cave of (Un)Death
Background: Open


  • Please indicate Racial and Level Adjustments
STR: 10 +0 (00 pts)
DEX: 14 +2 (05 pts)
CON: 10 +0 (00 pts)
INT: 13 +1 (03 pts)
WIS: 17 +3 (07 pts) (+02 Racial)
CHA: 16 +3 (05 pts) (+02 Racial)

Combat StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
  • Please note your choice for HP Method ('Roll' or 'Max-2') where it says '(HP Option)'
(Max-2)       HP:  08 = [1d8=8] + CON (00) + FC (00) (Cleric)
              AC:  15 = [10 + DEX (02) + Armor (03) + Shield (00) + Misc (00)]
        AC Touch:  12 = [10 + DEX (02) + Misc (00)]
   AC Flatfooted:  13 = [10 + Armor (03) + Shield (00) + Misc (00)]
            INIT: +02 = [DEX (02) + Misc (00)]
             BAB: +00 = [Cleric (00)]
             CMB: +00 = [BAB (00) + STR (00) + Misc (00)]
             CMD:  12 = [10 + BAB (00) + STR (00) + DEX (02) + Misc (00)]
       Fortitude: +02 = [Cleric (02) + CON (00) + Misc (00)]
          Reflex: +02 = [Cleric (00) + DEX (02) + Misc (00)]
            Will: +05 = [Cleric (02) + WIS (03) + Misc (00)]
           Speed:  30'
      Resistance:   5   acid, cold, electricity
Damage Reduction:  00
Spell Resistance:  00
   Spell Failure:  00

Weapon StatisticsEdit

  • Please specify the nature of Special and Miscellaneous Adjustments
CrossBow,Lt: Attack: +02 = [BAB (00) + DEX (02) + Misc (00) + Magic (00)]
             Damage: 1d08+0, Crit: 19/x2, Range: 80'

Morningstar: Attack: +00 = [BAB (00) + STR (00) + Misc (00) + Magic (00)]
             Damage: 1d08+0, Crit: 20/x2, Special: None

Important Class FeaturesEdit

Channel Negative Energy 1d6, 6/day, Will DC 14 to halve damage
Spontaneously Cast Inflict Spells
Death's Kiss: Touched creatures are treated as undead for the purposes of
     effects that heal or cause damage based on positive and negative
     energy. 1 round duration, 6/day
Command Undead

Corpse Companion (Blue)Edit

1342541056597 c6a62

Blue, Skeletal Corpse Companion

Human Skeleton
Medium Undead
Initiative +2; Senses darkvision 60 ft.; Perception +0

AC 17, AC(T) 12, AC(FF) 15 (+3 Armor, +2 Dex, +2 Natural)(ACP -1)
HP 11 (Max-2, 1d8, Toughness+3)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits

Speed 30 ft.
Melee Scimitar +2 (1d6+2,18-20/x2), claw –3 (1d4+1) 
      or 2 claws +2 (1d4+2)
      or Dagger +2 (1d4+2), Range 10'
Ranged Javelin +2 (1d6+2/×2), Range 30'
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats: Toughness

Equipment                        Cost     Weight
Explorer's Outfit                 10 gp   00  lb
Parade Armor                      25 gp   20  lb
Shield                            00 gp   00  lb
Scimitar (Melee)                  15 gp   04  lb
Dagger (Melee backup)             02 gp   01  lb
Javelin (x3)                      03 gp   06  lb
Backpack                          02 gp   02  lb
  Rope, Hemp (50ft)(x2)           02 gp   20  lb
  Plank, Collapsable              04 sp   10  lb
  Wandermeal (4 servings)         04 cp   02  lb
  Chalk (6x)                      06 cp   00  lb

                           Total: 59.50gp 65  lb

            Light  Medium   Heavy    
Max Weight: 0-066  067-133  134-200

When out and about, Blue wears clothing that covers his skeletal nature: 
A full lightly armored cloak, with the hood up, long pants, and long sleeved
shirt, gloves and boots, as well as a cap that covers his head, and a small
undecorated face mask, in the image of a smiling visage. When not concerned
about concealing his nature, Aedgar lets Blue take off the disguise, and show
off the bright blue paint that covers his bones.

Blue may have a little more personality than other skeletons, but that is
an reflection upon his master, and the relatively open ended commands he
gives, as much as anything else. 

Traits: An undead creature possesses the following traits (unless otherwise
	noted in a creature's entry).

No Constitution score. Undead use their Charisma score in place of their 
	Constitution score when calculating hit points, Fortitude saves, and 
	any special ability that relies on Constitution(such as when 
	calculating a breath weapon’s DC).

Darkvision 60 feet.

Immunity to all mind-affecting effects (charms, compulsions, morale 
	effects, patterns, and phantasms).

Immunity to bleed, death effects, disease, paralysis, poison, sleep 
	effects, and stunning.

Not subject to nonlethal damage, ability drain, or energy drain. Immune to 
	damage to its physical ability scores (Constitution, Dexterity, and 
	Strength), as well as to exhaustion and fatigue effects.

Cannot heal damage on its own if it has no Intelligence score, although it 
	can be healed. Negative energy (such as an inflict spell) can heal 
	undead creatures. The fast healing special quality works regardless of 
	the creature's Intelligence score.

Immunity to any effect that requires a Fortitude save (unless the effect 
	also works on objects or is harmless).

Not at risk of death from massive damage, but is immediately destroyed 
	when reduced to 0 hit points.

Not affected by raise dead and reincarnate spells or abilities. 
	Resurrection and true resurrection can affect undead creatures. These 
	spells turn undead creatures back into the living creatures they were 
	before becoming undead.

Proficient with its natural weapons, all simple weapons, and any weapons 
	mentioned in its entry.

Proficient with whatever type of armor (light, medium, or heavy) it is 
	described as wearing, as well as all lighter types. Undead not 
	indicated as wearing armor are not proficient with armor. Undead are 
	proficient with shields if they are proficient with any form of armor.

Undead do not breathe, eat, or sleep.

Racial FeaturesEdit

 Ability Adjustments: +2 WIS, +2 CHA
                Size: Medium
               Speed: 30'
       Favored Class: Cleric
          Darkvision: Aasimars can see in the dark up to 60 feet.
             Skilled: Aasimars have a +2 racial bonus on Diplomacy and
                      Perception checks.
  Spell-Like Ability: Aasimars can use daylight once per day as a spell-like
                      ability (caster level equals the aasimar's class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and
                      electricity resistance 5.

Class FeaturesEdit


Armor/Weapons: Simple Weapons, Light Armor, Medium Armor, Non-Tower Shields
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a
	particularly powerful aura corresponding to the deity’s alignment
	(see detect evil for details).

Spells: A cleric casts divine spells which are drawn from the cleric spell
	list. Her alignment, however, may restrict her from casting certain
	spells opposed to her moral or ethical beliefs; see Chaotic, Evil,
	Good, and Lawful Spells. A cleric must choose and prepare her spells
	in advance.

	To prepare or cast a spell, a cleric must have a Wisdom score equal to 
	at least 10 + the spell level. The Difficulty Class for a saving throw 
	against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom 

	Like other spellcasters, a cleric can cast only a certain number of 
	spells of each spell level per day. Her base daily spell allotment is 
	given on Table: Cleric. In addition, she receives bonus spells per day 
	if she has a high Wisdom score (see Table: Ability Modifiers and Bonus 

	Clerics meditate or pray for their spells. Each cleric must choose a 
	time at which she must spend 1 hour each day in quiet contemplation or 
	supplication to regain her daily allotment of spells. Time spent 
	resting has no effect on whether a cleric can prepare spells. A cleric 
	may prepare and cast any spell on the cleric spell list, provided that 
	she can cast spells of that level, but she must choose which spells to 
	prepare during her daily meditation.

Channel Energy (Su):Regardless of alignment, any cleric can release a wave 
	of energy by channeling the power of her faith through her holy (or 
	unholy) symbol. This energy can be used to cause or heal damage, 
	depending on the type of energy channeled and the creatures targeted.

	A good cleric (or a neutral cleric who worships a good deity) channels 
	positive energy and can choose to deal damage to undead creatures or 
	to heal living creatures. An evil cleric (or a neutral cleric who 
	worships an evil deity) channels negative energy and can choose to 
	deal damage to living creatures or to heal undead creatures. A neutral 
	cleric of a neutral deity (or one who is not devoted to a particular 
	deity) must choose whether she channels positive or negative energy. 
	Once this choice is made, it cannot be reversed. This decision also 
	determines whether the cleric can cast spontaneous cure or inflict 
	spells (see spontaneous casting).

	Channeling energy causes a burst that affects all creatures of one 
	type (either undead or living) in a 30-foot radius centered on the 
	cleric. The amount of damage dealt or healed is equal to 1d6 points of 
	damage plus 1d6 points of damage for every two cleric levels beyond 
	1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage 
	from channeled energy receive a Will save to halve the damage. The DC 
	of this save is equal to 10 + 1/2 the cleric's level + the cleric's 
	Charisma modifier. Creatures healed by channel energy cannot exceed 
	their maximum hit point total—all excess healing is lost. A cleric may 
	channel energy a number of times per day equal to 3 + her Charisma 
	modifier. This is a standard action that does not provoke an attack of 
	opportunity. A cleric can choose whether or not to include herself in 
	this effect.

	A cleric must be able to present her holy symbol to use this ability.

Domains: A cleric's deity influences her alignment, what magic she can 
	perform, her values, and how others see her. A cleric chooses two 
	domains from among those belonging to her deity. A cleric can select 
	an alignment domain (Chaos, Evil, Good, or Law) only if her alignment 
	matches that domain. If a cleric is not devoted to a particular deity, 
	she still selects two domains to represent her spiritual inclinations 
	and abilities (subject to GM approval). The restriction on alignment 
	domains still applies.

	Each domain grants a number of domain powers, dependent upon the level 
	of the cleric, as well as a number of bonus spells. A cleric gains one 
	domain spell slot for each level of cleric spell she can cast, from 
	1st on up. Each day, a cleric can prepare one of the spells from her 
	two domains in that slot. If a domain spell is not on the cleric spell 
	list, a cleric can prepare it only in her domain spell slot. Domain 
	spells cannot be used to cast spells spontaneously.

	In addition, a cleric gains the listed powers from both of her 
	domains, if she is of a high enough level. Unless otherwise noted, 
	activating a domain power is a standard action.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each 
	day, as noted on Table: Cleric under “Spells per day.” These spells 
	are treated like any other spell, but they are not expended when cast 
	and may be used again.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) 
	can channel stored spell energy into healing spells that she did not 
	prepare ahead of time. The cleric can “lose” any prepared spell that 
	is not an orison or domain spell in order to cast any cure spell of 
	the same spell level or lower (a cure spell is any spell with “cure” 
	in its name).

	An evil cleric (or a neutral cleric of an evil deity) can’t convert 
	prepared spells to cure spells but can convert them to inflict spells 
	(an inflict spell is one with “inflict” in its name).

	A cleric who is neither good nor evil and whose deity is neither good 
	nor evil can convert spells to either cure spells or inflict spells 
	(player’s choice). Once the player makes this choice, it cannot be 
	reversed. This choice also determines whether the cleric channels 
	positive or negative energy (see channel energy).

Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an 
	alignment opposed to her own or her deity’s (if she has one). Spells 
	associated with particular alignments are indicated by the chaotic, 
	evil, good, and lawful descriptors in their spell descriptions.

Death Magic: An undead lord must select the Death domain (and the Undead 
	subdomain). She does not gain a second domain. 

	In all other respects, this works like and replaces the standard 
	cleric’s domain ability.

Death’s Kiss (Su): You can cause a creature to take on some of the traits 
	of the undead with a melee touch attack. Touched creatures are treated 
	as undead for the purposes of effects that heal or cause damage based 
	on positive and negative energy. This effect lasts for a number of 
	rounds equal to 1/2 your cleric level (minimum 1). It does not apply 
	to the Turn Undead or Command Undead feats. You can use this ability a 
	number of times per day equal to 3 + your Wisdom modifier.

Corpse Companion (Su): With a ritual requiring 8 hours, an undead lord can 
	animate a single skeleton or zombie whose Hit Dice do not exceed her 
	cleric level. This corpse companion automatically follows her commands 
	and does not need to be controlled by her. She cannot have more than 
	one corpse companion at a time. It does not count against the number 
	of Hit Dice of undead controlled by other methods. She can use this 
	ability to create a variant skeleton such as a bloody or burning 
	skeleton, but its Hit Dice cannot exceed half her cleric level. She 
	can dismiss her companion as a standard action, which destroys it.

Bonus Feats: All undead lords gain Command Undead as a bonus feat. In 
	addition, at 10th level, she may select one of the following as a 
	bonus feat: Channel Smite, Extra Channel, Improved Channel, Quick 
	Channel, Skeleton Summoner, Undead Master.

Unlife Healer (Su): At 8th level, the undead lord’s spells, spell-like 
	abilities, and supernatural abilities used to heal undead heal an 
	extra 50% damage. At 16th level, these effects automatically heal the 
	maximum possible damage for the effect + the extra 50%. This does not 
	stack with abilities or feats such as Empower Spell or Maximize Spell.

Death's Embrace (Ex): At 8th level, you heal damage instead of taking 
	damage from channeled negative energy. If the channeled negative 
	energy targets undead, you heal hit points just like undead in the area.


Command Undead (Class): As a standard action, you can use one of your uses of
                        channel negative energy to enslave undead within 30
                        feet. Undead receive a Will save to negate the effect.
                        The DC for this Will save is equal to 10 + 1/2 your
                        cleric level + your Charisma modifier. Undead that fail
                        their saves fall under your control, obeying your
                        commands to the best of their ability, as if under the
                        effects of control undead. Intelligent undead receive
                        a new saving throw each day to resist your command.
                        You can control any number of undead, so long as their
                        total Hit Dice do not exceed your cleric level. If you
                        use channel energy in this way, it has no other effect
                        (it does not heal or harm nearby creatures). If an
                        undead creature is under the control of another
                        creature, you must make an opposed Charisma check
                        whenever your orders conflict.

 Selective Channeling:  When you channel energy, you can choose a number of
      (Level 1)         targets in the area up to your Charisma modifier.
                        These targets are not affected by your channeled


Ease of Faith (Faith): You gain a +1 bonus on Diplomacy checks, and
                       Diplomacy is always a class skill for you.

Capable(Perception): You gain a +1 trait bonus to that Perception and it
                     becomes a permanent class skill


  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
Skill Points: 04 = [Base (02) + INT (01)/Level; FC (01)] (Cleric)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              01     0       0       2     -1   +0
Appraise                01     0       0       1          +0
Bluff                   03     0       0       3          +0
Climb                  -01     0       0       0     -1   +0
Craft (       )         01     0       0       1          +0
Diplomacy               10     1       3       3          +3*
Disable Device                 0       0       2     -1   +0
Disguise                03     0       0       3          +0
Escape Artist           01     0       0       2     -1   +0
Fly                     01     0       0       2     -1   +0
Handle Animal                  0       0       3          +0
Heal                    03     0       0       3          +0
Intimidate              03     0       0       3          +0
Knowledge (Arcana)             0       0       1          +0
Knowledge (Dngnrng)            0       0       1          +0
Knowledge (Engnrng)            0       0       1          +0
Knowledge (Geography)          0       0       1          +0
Knowledge (History)            0       0       1          +0
Knowledge (Local)              0       0       1          +0
Knowledge (Nature)             0       0       1          +0
Knowledge (Nobility)           0       0       1          +0
Knowledge (Planes)             0       0       1          +0
Knowledge (Religion)    05     1       3       1          +0
Linguistics                    0       0       3          +0
Perception              09     1       3       3          +2 (Racial)
Perform    (       )    03     0       0       3          +0
Profession (       )           0       0       3          +0
Ride                    01     0       0       2     -1   +0
Sense Motive            07     1       3       3          +0
Sleight of Hand                0       0       2     -1   +0
Spellcraft                     0       0       1          +0
Stealth                 01     0       0       2     -1   +0
Survival                03     0       0       3          +0
Swim                   -01     0       0       0     -1   +0
Use Magic Device               0       0       3          +0

* +1,Ease Of Faith, +2 Race

Spell Lists (Prepared)Edit

Level 1:
  Cause Fear (domain)
  Cure Light Wounds
Spell Like Abilities
  Daylight (1/day)


Equipment                        Cost     Weight
Explorer's Outfit                         00  lb
Parade Armor                      25 gp   20  lb
Shield                            00 gp   00  lb
Morningstar (Melee)               08 gp   06  lb
Light Crossbow (Ranged)           35 gp   04  lb
  Bolts (30)                      03 gp   03  lb
Unholy Symbol (wooden)            01 gp   00  lb
In pockets:
  Earplugs (4x)                   12 cp   00  lb
  Chalk (3x)                      03 cp   00  lb
  Ink (1 oz. vial)                08 gp   00  lb
  Inkpen (2x)                     02 sp   00  lb
  Paper, rice (5 sheets)          25 cp   00  lb

                           Total: 80.60gp 33  lb

            Light  Medium   Heavy    
Max Weight: 0-033  034-066  067-100


PP: 00
GP: 09
SP: 09
CP: 00



Starting Cash                         +150.00 gp
Initial purchases: 
  Explorer's Outfit (starting)         -00.00 gp
  Explorer's Outfit (for Blue)         -10.00 gp
  Parade Armor                         -25.00 gp
  Parade Armor (for Blue)              -25.00 gp
  Morningstar (Melee)                  -08.00 gp
  Light Crossbow (Ranged)              -35.00 gp
  Bolts (30)                           -03.00 gp
  Unholy Symbol (wooden)               -01.00 gp
  Scimitar (Melee)                     -15.00 gp
  Dagger (Melee backup)                -02.00 gp
  Javelin (x3)                         -03.00 gp
  Backpack                             -02.00 gp
  Rope, Hemp (50ft)(x2)                -02.00 gp
  Plank, Collapsable                   -00.40 gp
  Wandermeal (4 servings)              -00.04 gp
  Earplugs (4x)                        -00.12 gp
  Chalk (9x)                           -00.09 gp
  Ink (1 oz. vial)                     -08.00 gp
  Inkpen (2x)                          -00.20 gp
  Paper, rice (5 sheets)               -00.25 gp
Cash As Of 2012-07-12:                 +09.90 gp


      Size: Med
    Gender: Male
       Age: 27
    Height: 5'1"
    Weight: 135 lbs
Hair Color: Dark Brown
 Eye Color: Golden
Skin Color: Pale
Appearance: Standing casually in a beautiful dark grey cloak, in which a pattern has been stitched: light grey and red trace the locations of the skeleton and major blood vessels of the wearer. When Aedger moves, it is easy to see where small armor plates have been sewn into the cloak, and hear the chains reinforcing the joints. Around his neck hangs a necklace with a pendant in the shape of two clasped hands: one human, the other skeletal. A morningstar is securely fastened in the small of his back, and a light crossbow is loosely tied to his waist. He often looks around, taking in his surroundings, and establishing the location of his allies, usually expecting trouble to start at the drop of a hat.
  Demeanor: Aedger is almost always respectful of everyone he meets, keeping an open mind about others' beliefs, if for no other reason than he would like them to keep an open mind about his. He finds that the best way to avoid trouble is to avoid notice, and doesn't draw attention to himself, or his abilities without reason.


Aedger was raised by a human family of farmers in the more tolerant Northern Isles. They taught him the value of life, hard work, and practicality. His father often worked with a local necromancer, providing him with food from the farm, in exchange for undead labor. Aedger worked to learn the power of the undead, so that he could help his family continue to farm, and help others too. Because the workers didn't need food or pay, Aedger's family was able to help the poor and sick, and this spirit of community was ddeply instilled in Aedger. Aedger joined the military of Illi Esse, and for a brief time found a calling as a combat instructor (benign undead make wonderful target practice). He needed to move on though, and find new ways to help, so he made his way to the Glass City, in hopes of advancing his career, and his cause, and maybe one day he will return home, and become a farmer himself.


Favored ColorsEdit

Aedger: #996633
        153, 102, 051
Blue:   #003399
        000, 051, 153


[Color=996633]Aedger Beinn, Aasimar Cleric (Undead Lord) 1
[b]Init:[/b] [/Color] +2 [Color=996633][b]AC:[/Color] 15[/b], [Color=996633]t:[/Color]12, [Color=996633]ff:[/Color]13
[b][Color=996633]HP:[/Color] 08[/b]
[b][Color=996633]CMB:[/color][/b] +0 [b][Color=996633]CMD:[/Color][/b] 12 [b][Color=996633]Speed: [/Color][/b] 30ft.
[b][Color=996633]Fort:[/Color][/b] +2 [b][Color=996633]Ref:[/Color][/b] +2 [b][Color=996633]Will:[/Color][/b] +5
[b][Color=996633]Resist 5:[/Color][/b] Cold, Acid, Electric
[b][Color=996633]Senses:[/Color][/b] Darkvision 60ft

[b][Color=996633]Current Effects:[/color][/b] None

[b][Color=996633]In Hand: [/Color][/b]Nothing

[b][Color=996633]Special Powers[/Color][/b]
Channel Negative Energy [b]1d6[/b], 6/day, Will DC 14 [Color=996633]Used: [b]0[/b][/Color]
Death's Kiss: 1 round duration, 6/day [Color=996633]Used: [b]0[/b][/Color]
Command Undead

[Sblock='Spells Prepared:'][b][Color=996633]Orisons:[/Color][/b]
   Detect Magic
[b][Color=996633]Level 1:[/Color][/b] (DC 14)
   Cause Fear (domain)
   Cure Light Wounds
[b][Color=996633]Spell Like Abilities[/Color][/b]
   Daylight (1/day)

[b]Crossbow, Light:[/b] +2 Attack, 1d8+0, 19/x2, 80' [b]Bolts: [Color=993333]30[/b][/Color]
[b]Morningstar:[/b] +0 Attack, 1d8+0, 20/x2

Crossbow, Light & Bolts
[Sblock='Pockets']Earplugs (4x)
Chalk (3x)
Ink (1 oz. vial)
Inkpen (2x)
Paper, rice (5 sheets)
[Color=336699]Blue, Skeletal Companion (Medium Undead)
[b]Init:[/b] [/Color] +6 [Color=336699][b]AC:[/Color] 17[/b], [Color=336699]t:[/Color]12, [Color=336699]ff:[/Color]15
[b][Color=336699]HP:[/Color] 08[/b]
[b][Color=336699]CMB:[/color][/b] +2 [b][Color=336699]CMD:[/Color][/b] 14 [b][Color=336699]Speed: [/Color][/b] 30ft.
[b][Color=336699]Fort:[/Color][/b] +0 [b][Color=336699]Ref:[/Color][/b] +2 [b][Color=336699]Will:[/Color][/b] +2
[b][Color=336699]Immune:[/Color][/b] Cold [Color=336699]Undead Traits[/Color]
[b][Color=336699]DR:[/Color][/b] 5/bludgeoning
[b][Color=336699]Senses:[/Color][/b] Darkvision 60ft

[b][Color=336699]Current Effects:[/color][/b] None

[b][Color=336699]In Hand: [/Color][/b]Nothing

[b][Color=336699]Scimitar[/color][/b] +2 (1d6+2,18-20/x2), [Color=336699]claw[/color] –3 (1d4+1)
or [Color=336699]2 claws[/color] +2 (1d4+2)
or [Color=336699]Dagger[/color] +2 (1d4+2), Range 10'
or [Color=336699]Javelin[/color] +2 (1d6+2/×2), Range 30' Remaining: [b]3[/b]

[sblock='Backpack']Rope, Hemp (50ft)(x2)
Plank, Collapsable
Wandermeal (4 servings)
Chalk (6x)


Adventure LogEdit

Cave of (Un)Death (Goodies)

      XP Received: 1714
Treasure Received: 1821 GP
                   0000 Gems/Jewelry

Level UpsEdit

  Level 2:
    Class: Class
      BAB: +0 to +0
     Fort: +0 to +0
      Ref: +0 to +0
     Will: +0 to +0
     Feat: Feat
 Features: Class Features
       HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) +1 (FC Bonus if Chosen) = 00 (New Total)
Level 2 to Level 3 Next, and so on . . .


  • Approval (July 12. 2012) (HolyMan) level 1
  • Approval (July 21, 2012) (Satin Knights) level 1
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