Jingo Talisman    
CHARACTER NAME PLAYER CAMPAIGN
8 Sorcerer / 1 Barbarian Half-Orc Chaotic Neutral
CLASS AND LEVEL RACE ALIGNMENT EXPERIENCE POINTS
 

ABILITY NAME

ABILITY SCORE ABILITY MODIFIER   TOTAL WOUNDS/CURRENT HP NONLETHAL DAMAGE SPEED

STR
strength

14 +2

HP
hit points

63     40ft.

DEX
dexterity

17 +3

AC
armor class

19 = 10 + 4 + 0 + 3 + 0 + 2 + 0 + 0

CON
constitution

16 +3 TOTAL BASE ARMOR BONUS SHIELD BONUS DEX MODIFIER SIZE MODIFIER NATURAL ARMOR DEFLECT MODIFIER MISC MODIFIER
DAMAGE REDUCTION

INT
intelligence

10 +0

TOUCH
armor class

13

FLAT-FOOTED
armor class

16
SKILLS
  SKILL NAME KEY ABILITY SKILL MODIFIER ABILITY MODIFIER RANKS MISC MODIFIER
  (cc)Appraise¤ int 0 = 0 + 0 + 0
  (cc)Balance¤ dex 5 = 3 + 2 + 0
  Bluff¤ cha 10 = 5 + 5 + 0
  Climb¤ str 2 = 2 + 0 + 0
  Concentration¤ con 6 = 3 + 3 + 0
  Craft¤ int 0 = 0 + 0 + 0
  Decipher Script int 3 = 0 + 3 + 0
  (cc)Diplomacy¤ cha 7 = 5 + 0 + 2
  (cc)Disable Device int 0 = 0 + 0 + 0
  (cc)Disguise¤ cha 5 = 5 + 0 + 0
  (cc)Escape Artist¤ dex 3 = 3 + 0 + 0
  (cc)Forgery¤ int 0 = 0 + 0 + 0
  (cc)Gather Information¤ cha 5 = 5 + 0 + 0
  Handle Animal cha 5 = 5 + 0 + 0
  (cc)Heal¤ wis 0 = 0 + 0 + 0
  (cc)Hide¤ dex 3 = 3 + 0 + 0
  Intimidate¤ cha 7 = 5 + 0 + 2
  Jump¤ str 2 = 2 + 0 + 0
  Knowledge (arcana) int 5 = 0 + 5 + 0
  (cc)Knowledge (architecture & engineering) int 0 = 0 + 0 + 0
  (cc)Knowledge (dungeoneering) int 0 = 0 + 0 + 0
  (cc)Knowledge (geography) int 0 = 0 + 0 + 0
  (cc)Knowledge (history) int 0 = 0 + 0 + 0
  (cc)Knowledge (local) int 0 = 0 + 0 + 0
  (cc)Knowledge (nature) int 0 = 0 + 0 + 0
  (cc)Knowledge (nobility and royalty) int 0 = 0 + 0 + 0
  (cc)Knowledge (religion) int 0 = 0 + 0 + 0
  (cc)Knowledge (the planes) int 0 = 0 + 0 + 0

WIS
wisdom

11 +0         TOTAL DEX MODIFIER MISC MODIFIER

CHA
charisma

20 +5

INITIATIVE
modifier

+3 = 3 + 0
SAVING THROWS TOTAL   BASE SAVE   ABILITY MODIFIER   MAGIC MODIFIER   MISC MODIFIER   TEMP. MODIFIER

FORT
constitution

7 = 4 + 3 + 0 + 0 +

REFLEX
dexterity

5 = 2 + 3 + 0 + 0 +

WILL
wisdom

6 = 6 + 0 + 0 + 0 +
BASE ATTACK BONUS 5 SPELL RESISTANCE 0

GRAPPLE
modifier

7 = 5 + 2 + 0 + 0
TOTAL BASE ATT BONUS STRENGTH MODIFIER SIZE MODIFIER MISC MODIFIER
ATTACK ATTACK DAMAGE CRITICAL
Wounding Flail, heavy +1 9 1d10+4 19-20/x2
RANGE TYPE NOTES
-   10lb, Med, twohanded wielding,
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
        (cc) crossclass skill
¤ can be used untrained
                                   
POSSESSIONS   SKILLS
ITEM PG. LB. ITEM PG. LB.
Arrows (100)   15 Cheese, hunk of   0
Wounding Flail, heavy +1   10 Amulet of natural armor +2   0
Backpack (empty)   2 Bedroll   5
Buckler   5 Cloak of Charisma +2   0
Darkwood Crossbow, heavy (masterwork)   8 Dragonhide Chain shirt armor (masterwork)   25
Grappling hook   4 Lantern, hooded   2
Manacles, masterwork   2 Pick, miner's   10
4 x Rations, trail (per day)   4 4 x Rope, silk (50 ft.)   20
Sealing wax   1 Signet ring   0
Spell component pouch   3 Spellbook, wizard's (blank)   3
2 x Wine, Fine (bottle)   2  
   
   
   
   
 
  SKILL NAME KEY ABILITY SKILL MODIFIER ABILITY MODIFIER RANKS MISC MODIFIER
  Listen¤ wis 0 = 0 + 0 + 0
  (cc)Move Silently¤ dex 3 = 3 + 0 + 0
  (cc)Open Lock dex 3 = 3 + 0 + 0
  (cc)Perform (Oratory)¤ cha 8 = 5 + 3 + 0
  Profession wis 0 = 0 + 0 + 0
  Ride¤ dex 3 = 3 + 0 + 0
  (cc)Search¤ int 0 = 0 + 0 + 0
  (cc)Sense Motive¤ wis 0 = 0 + 0 + 0
  (cc)Sleight of Hand dex 5 = 3 + 0 + 2
  (cc)Speak Language int 0 = 0 + 0 + 0
  Spellcraft int 2 = 0 + 0 + 2
  (cc)Spot¤ wis 0 = 0 + 0 + 0
  Survival¤ wis 0 = 0 + 0 + 0
  Swim¤ str 2 = 2 + 0 + 0
  (cc)Tumble dex 3 = 3 + 0 + 0
  (cc)Use Magic Device cha 5 = 5 + 0 + 0
  Use Rope¤ dex 3 = 3 + 0 + 0
        =   +   +  
        =   +   +  
        =   +   +  
        =   +   +  
1-58lb. 59-116lb. 117-175lb. 175lb. 350lb. 350lb.   PLATINUM 458
  GOLD 3
LIGHT
LOAD
MEDIUM
LOAD
HEAVY
LOAD

LIFT OVER HEAD
EQUALS MAX LOAD

LIFT OFF GROUND
2x MAX LOAD

PUSH OR DRAG
5x MAX LOAD

SILVER 8
COPPER 0
FEATS, LANGUAGES & ABILITIES
  Languages Half-Orc abilities  
Feats Common Darkvision (60 feet)  
Power Attack Orc Orc Blood  
Craft Magic Arms and Armor      
Leadership Sorcerer abilities    
Weapon Focus (Flail, heavy) Summon Familiar    
Armor Proficiency (light)      
Armor Proficiency (medium) Barbarian abilities    
Martial Weapon Proficiency Rage 1/day    
Shield Proficiency Fast movement    
Simple Weapon Proficiency Illiteracy    
       
Sorcerer spells      
Spell Save DC LEVEL SPELLS PER DAY BONUS SPELLS      
15 0 6 0      
16 1st 6 +2      
17 2nd 6 +1      
18 3rd 5 +1      
19 4th 3 +1      
- 5th - -      
- 6th - -      
- 7th - -      
- 8th - -      
- 9th - -      
       
Daze      
Flare      
Ghost Sound      
Light      
Mage Hand      
Open/Close      
Prestidigitation      
Read Magic      
       
Level 1      
Disguise Self      
Identify      
Mage Armor      
Magic Missile      
True Strike      
       
Level 2      
Invisibility      
Levitate      
Melf.s Acid Arrow      
       
Level 3      
Lightning Bolt      
Slow      
       
Level 4      
Enervation      
       
       
Appearance, Traits + Disadvantages

Scarred, outcast

History

Jingo was a member of a nomadic raiding tribe that rebuked all arcane study as heresy. In his teenage years, he discovered a talent for magic but did not pursue it out of fear. During an intense winter raid on a villiage on the south shore, Jingo's tribe encountered a powerful mage who was easily picking off his fellow tribesman, seemingly without a hit. In the midst of a rage, Jingo began to channel his sorcery to aid his attack. He killed the mage but was struck and severly injured in the process. The scar from that attack -- a dark, thick, cylindrical mound of scar tissue across his back -- remains.

His tribe was grateful, but they could not let him stay without abandoning their religion. Jingo was given a number of powerful items and banished.

He has made a career out of sorcery, though he does not like the use of magic. He prefers to enhance his own abilities where possible, and even then will not use magic unless it is necessary to protect himself or his associates. Magic to him is not a tool for daily life: it is a dangerous, chaotic force to be respected and saved for when it is absolutly necessary. If he lost his power to use magic, he would not lament it in the least. He would pick up his flail, sell his weak sorceror's armor for a suit of thick plates, and reclaim his position in the tribe.

Devotion to the concept of sufficient use has made Jingo an anarchic folk hero to many. Young mages are often intrigued by the romantic side of magic that Jingo touts. They see him as an alternative to years of studying and experimenting -- why put your nose in a book when there is LIFE to be lived? Some of these young magicians have attached themselves to Jingo as his proteges. He appreciates their presence, though he feels most of them are too idealistic and that itself is a form of structure.

Goals

To find a way to cure and curb his affinity for magic, and return to lead his tribe.

ATTACK ATTACK DAMAGE CRITICAL
Darkwood Crossbow, heavy (masterwork) 9 1d10 19-20/x2
RANGE TYPE NOTES
120   8lb, Med, twohanded wielding,
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
     
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
     
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
     
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
     
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
     
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
     
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES